[Tf^^i' /IT7TT) W TiTn?? 7f?^r! ii’i|»i frT?r^^
The #1 Computer Game Magazine
pmpu
TOP STRATEulES Longbow 2,
Jedi Knight, Age of Empires
35 TOUGH REVIEWS Quake II', Blade Runner,
Tomb Raider II, Longbow 2, Heavy Gear, Curse of
Monkey Island, Madden 98, Men In Black & more!
S3.99 USA, S4.99 Canada
I 14024 06952 3 '
www.computergaming.coni
“The world may never be the same after Unreal is released.” boot IB fl revolutionary ea^y-to-me lei
YOUR FEARS UNLEASHED
YOUR REALITY ALTERED
To reserve your copy of this gome,
visit your locol retail store or coll 1 -SO O
WINDOWS 9S
CD-ROM
Be
Unrsal"* 01997 Epic Megapames, Inc. All Rights Reserved. Created by Eoic Megagames, Inc. Published and disirrbuied by
GT Interactive Software Cotp. MlcrosoUO and WIndowsO ate registered trademarKs of Microsott Corporation. MMX™ and
the MMX Logo™ are trademarks of Intel Corporation. All other trademarks are the property ot their respective companies.
/ ^GTInte
Softwsi
optimized for MMX and leading 3D accelerators ^ an endless multiplayer universe of user-created, hot-linked levels
downloading is believing
register for shareware now
unreal.gtgames.com
■asaasgs.
portah iiieIcometotheB9rmudaTrian0l9OfthB(jalaxy SS “The best looking game of all tone.’* Next <3en«raiion
UNREAL
Rctual i^ameplay fcr99n \hoh
GO TO «ie9
v.computergaming.com/infolink
No Other Golf Game
New IVCam™ captures your best shots from absolutely anywhere on the course.
Tee off with Jack on beautiful courses all
over the world. New 3D golfers - made
with a breathtaking 2000 polygons -
are the most lifelike and realistic ever
seen in a golf game. Pro golfers were
motion-captured to create incredibly
accurate swings.
And, going 3D means you can position
the camera anywhere, at any angle on
the course to make shots and watch
replays. You can even line up putts at
ground level for precise aiming.
Of course, this is still Jack's game and
he's waiting to tee off with you. An
all-new Al engine powers challenging
computer opponents who will try their
best to beat you on the links.
Even better, now you can play
uneven and sidehill lies. If you hit
a bad shot, you decide whether
to declare your ball unplayable
and where to take the drop.
Jack may be the greatest golfer
of all time, but this is still the
game that humbles all players.
10 Courses included plus over
100 more available FREE via the
Internetl Jack Nicklaus 5 offers
more than any other golf game.
New for Jack Nicklaus 5 - Lake
I Las Vegas, Ireland's Mt. Juliet,
I and the exotic Hualalai of Hawaii.
Play more than 100 courses
*10
Rebate/Upgrade!
For owners of
Jack NicktauSid^
Links LS and
PGA Pro
Gives You Jack!
Praise for Jack Nicklaus*
idrkirk— Computer Gaming World "...impressive...'— GOLFWEEK
Packed with
new features!
NEW 10 courses! More than any
other golf game including Lake Las
Vegas, Ireland's Mt. Juliet and the
exotic Hualalai.
NEW Grip it and Rip it. The new
MouseMeter"* gives you the real
feel of the swing or choose from
either the 2-Click or 3-Click
standard meters.
NEW Gary McCord. Hear the sharp
and often hilarious commentary of
this renowned CBS sportscaster.
NEW Lifelike 3D golfers modeled
using the most advanced motion-
capture technology for incredibly
accurate swings.
NEW Artificially Intelligent
computer golfers challenge you
on the links. Play against opponents
who will try to beat you every
time you tee up.
NEW TVCam'” lets you position
the camera anywhere on the
course to aim, play and watch
your shots.
NEW The course designer is more
powerful than ever. Import your
own graphics and design custom
courses.
NEW Find friends and other
players on-line to play against
with Accolade's new Game
Matching Service.
NEW Game physics now allow
for uneven and hillside lies as
well as ball drop feature.
NEW Fly-bys and detailed
commentary help your strategy
on every hole.
aving Pii' Hags-
gs an%oles_actuaUy
■n Ynur Owit Courses.
^tepoweifuUouise designer
lets you import oustom
graphics and create your
favorite courses.
Special Laptop
Version Included.
included for you to
choose from.
XHH-E DNUY -FELLIES
3 UMICPUS: Fll-IEN Sf>£C1£5
Whether you command the
nomadic Terrans, mysterious
Protoss, or voracious Zerg,
you must devise totaiiy unique
strategies to master the
speciatized units, abiiities
and technoiogies sf each. •
Intense Internet ComEEnTioN
Chaiienge the worid with FREE*
access to Biizzard Battie-net*.”* Up to
8 piayer internet support including
worldwide piayer rankings,
tournaments and chaiienge ladders. *
LiNECpURl-EO
CfllYlERlQN -EniTaR
Construct individual
missions or entire
campaigns with unrivaled
options and ease, o
■ReVQLUTlDNfl-RY^-FeCl-HL ef^GCTS
Real-time tight sourcing, true tine of sight and
an advanced transiucency engine combine for
unparalleled visual and tactical realism.
,rnUL.Tlf»Le T4H-eflT€«S OF B-HTTLE
Engage in a.deadly mix of space combat,
planetary assault and covert base infiltration.
Command Ghost Espionage Agents, Protos%
High Templars, and Zerg Defilers as you seek
to conquer the galaxy.
lo Baltlo.not requires access to the Inlernel. Play^
I Salllo.ool aio traHomarKs’and Bliazard a rogislo'
ltd BntortoinmenI, All rights reserved.
'.compulergaming.com/infolink
“PC games are what I live for.
1 just love standing in front of my really big-screen television, totally immersed in a helicopter battle,
fragging dinos or racing motorcycles at breakneck speed, it’s wild. And 1 like wild. Intergraph’s
Intense 3D Voodoo"^ add-in graphics card
with its TV-out connector lets me live It! 1 just /one this graphics card!
And it supports the largest library of titles available for any 3D
accelerator. Its arcade-quality 3D graphics are sooo painfull}
gonill And with 3Dfx"^ Voodoo Rush'' technology you get the
world’s best combination of 2D and 3D graphics rhat’s good,
in addition to 3D games, 1 can rUn regular PC applications
So, 1 can keep up my recipe files, chart the ups-and-downs of my stock portfolio and write letters
to my Granny. Yeah... .really! Now, you can have the same kind of PC game
experiences I do. Just buy an Intense 3D Voodoo graphics accelerator.
It's available at lots and lots of
computer retailers."
PC Game Champion,
^SIa$li'Doolin,says
"Get Really Intense with
Intense 3D Voodoo!"
Intense 3D Voodoo delivers super-sharp graphics for
stunning realism and intense game play.
INTERGRAPH
COMPUTER SYSTEMS
Buy Intense 3D Voodoo at your local computer retailer.
www.intergraph.com/voodoo 1 -800-763-0242
GO TO # 072 @ www.computergaming.com/tnfoiink
J
C - ) fy r r/r ^ <
y/K\'s'} J'yiS.t p'hxi^
■St ysM m'si
THE CURSE OFI
Presenting the long-awaited third installment in LucasArts’ classic adventure series, Monkey Island. With features like 30-
plus hours of gameplay, 8,000 lines of hilarious dialogue, oodles of challenging puzzles, high-resolution graphics, film-
quality animation and a few surprise celebrity voices. Not to mention vegetarian cannibals and a guy named Snugglecakes.
So get ready to embark on a rollicking, swashbuckling graphic adventure where the seagulls ha
aim than the pirates, and the sharpest weapon is your wit. 95- CD-KOM
Check out the playable demo in select magazines or download it from our Web site at www.Iucasarts.com
e 1SS7 Licislrti EnieitilnBcnl Coingini. All Rlgats RrseKid. Tin Cuiss »l Monkey IsUnd Is a ifUenad ol UsasArls Ente/lalimnnl Conpaty. lie LucasAils logo Is i registeiet Uideiisik ol lueisflln ltd., used lodei aulkodiallca.
GO TO #117 0 www.computergaming.com/infolink
Win At All Costs!
Game of the Year Awards
If at first you don’t succeed. ..cheat! Okay,
maybe not the first time, but if by the 10th
time you’re still stuck it’s time to break out
the all-purpose gaming lube.
Unsheathe that -i-lOO Sword of
Indiscriminate Carnage, load up on
unlimited ammo, turn the armies massed
against you into frothing pools of burnt
umber. It’s easy! Plus, check out the nifty
I hacks and Easter eggs we offer for your
amusement.
1997 was a great year for computer gamers. We
enjoyed a higher percentage of hotter games
than ever, many of which benefited from robust
3D support, in a year marked by
rampant sequeiitis,
deveiopers stiii sue- iT n
ceeded in creating j V
richer game uni- f r«4|E 1
verses. Of course, | 1
1997 aiso brought with it | f
some reai turkeys, so for the f' j
first time, we’ii offer our ,
picks for the Best and Worst ^
of the year.
ccw
MARCH
ADVENTURE/ROLE-PLAYiNC
SIHULATIOHS
Longbow 2
ll'H F/A-18 Korea
Big F-22ADF
fm F-22 Raptor
ilrli FleavyGear
STRATEOVy WARCAMES
itrH Seven Kingdoms
mi Warhammer 40K:
Final Liberation
EH Civ II: Fantastic Worlds
Ea Earth 2140
Ea Politika
SPORTS
HiU Microsoft CART Racing
hln Madden 98
B0 FPS Football '98
EQ Jack Nicklaus 5
BH, SODA Off-Road Racing
CLASSICS/ PUZZLES
You Don’t Know Jack 3
VM You Don't Know Jack TV
t'Hi Hoyle Classic Card Games
Pictionary
, Latest StarCraft Info Page 39
^ COLUMNS
MB Johnny Wilson
m Loyd Case
Fnn Scorpia
ES Dennis McCauley
ES Jeff Green
ES Denny Atkin
ES Martin Cirulis
License to Kill
Measuring Graphics Performance
Zork Grand Inquisitor
The Premature Death of 07 Sports
Professional Gamers' Follies
Old Sims Get New Lease on Life
What's the Deal With...Netgaming?
^ DEPARTMENTS
KO On the CG-ROM
E GameSpot
E Letters
E READ.ME
EE Top 100
EE Hall of Fame
Whsl's on the CD and How to Use It
The Best Gaming Coverage Online
Our Readers Speak Out
News, Views, and the Latest Releases
Readers Rate the Top Games
Greatest Games of All Time
^ HARDWARE
m News: 3D Iron Works, Pipeline
TV Superscan 2
EE3 Turtle Beach Daytona Sound Ca
FTTl PDPI Lightning 4 Game Card
nil Seagate Medalist Pro 9140 ►
on} CS Commander 2
^ GAMER >^5 EDGE
pCTI Longbow 2
■ Jedi Knight (part 2 of 2) ►
E3 Age of Empires (part 2 of 2)
FTTI Myth
(We’ve skipped CG TipsI this month
in favor of our 501 Cheats feature.)
REVIEW INTRODUCTIOK
IRV-i Curse of Monkey Island
IPTrf Blade Runner
ca Broken Sword
REVIEW IKDEX: Three Months of Ratings
fni Quake II
IE3 Tomb Raider II
EEl
ca
DU
fM
Mk
USk
IHI
G-Police
ManxTT
IKhl Test Drive 4
UU 3D Pinball: Lost Continent
Men in Black
Excalibur 2555
Need for Speed II SE
NetWAR
Mass Destruction
oa
MARCH
ccw
Real-Time camera movements
DURING game play, and
Real Time animation with
Westwood’s own optical
motion capture technology.
West>vood’s I Si
own True Color Sp
Emulation ' A
delivers game
play and break
through lighting
and special effects in full
screen (640 x 480).
Over 70 Real-Time virtual
actors pursuing their own
agendas that affect your
final outcome each time
you play.
■gaui« scrocij:^
BlaJc Runner © 1982 Blade Runner Pannorship, Blade Runner'^' Blade Runner Partnerihip. © 1997 Blade RuiiiicrAVcsiwimd Partnership
01997 Westwood Studios, Inc. WcsIwchkI .Studios Is a registered trademark of Wesiwootl Studios. Inc.
The First Real-Time 3D Adventure
Armed with your investigative skills and the tools of a 21st century
BLADE RUNNER"', you'll be immersed in a futuristic world that
revolutionizes computer gaming, and tests your ability to survive in
one of the richest and most atmospheric games ever created for the PC.
For Windows® 95
Available At Retailers Everywhere
OR Call 1 - 800 - 874-4607
Westwood "
GO TO #247 @ www.computergaming.com/infolink
www.westwood.com
Cl 997 SegaSoft Networks. Inc. AH nghls reserved. Flesh Feast, SegaSofL (he SeoaSoft toga HEAT. HEAT.NET and the HEAT logo are trsdemarks of SegaSoft Networks. Inc. AH other product names are Ihe trademarks of their respecive i
.^^ix feet beliSiS^%;
worms are crawli^.tJiPQ^
' . einpty caske'ts. Abov^vgrd>j^i^<^-*e
putrld steoch of rotting
in tbe'^& as corpses-
' td'feed their insatla^eUnf^er.
..,r SIWGJLE AND MULTIPLAYER MODES UP, 'Tp'^LiYERfr PLAf
OR ZOMBIES IN HEAD-TO--HEAT)^h£AT'^tfyR ERIBN6^^
•* I lUAT/'ltFc'nM rui; ubat iuirr imVcdmet.v^amc ueVn;mi>A oiit
iMATIC'STORYLINE FEATufr-
17 -LEVELS OF CARNAGE A^KC
MULTIPLE SUB-PLOTS.
lljATGilESiON THE HEAT^NET,1N1|RNET GAME NElVp^k-
i- --- ■ ■■■'■’
IUT.NET it the ultuntRe ceDpetilne ntno on the iDlereet.
Play pur favorite ^ I Frequent player points
pr gflinet I neiuthrc Peitenol none pages, c
NUT only garnet. inioii. leurnonientt. an
Mww.heat.net
•mCLUDES 3 FREE MONTHS OF- ? *,^1
'^EAT.NET PREMIUM MEMBERSHIP^
-■
Th« TMth Clenching Action Continues!
CAMPAIGN SERIES
/
clash between Romanian and
Russian armor.
Actual screens may vary.
TalonSofTs EAST FRONT™ CAMPAIGN CD1
Xake TalonSoft's EAST FRONr” back to 1939, the very
beginning of hostilities in WWII! This Campaign expansion
CD adds several new nationalities and conflict situations
to enhance the action-packed excitement of TalonSoft's
EAST FRONr“ the platoon-level game of tactical combat
in war-torn Eastern Europe. Pit the Polish cavalry against
Germany's devastating armor advances. Dare to stave off
the ovenfl/helming assault of the Russians into Finland.
Push your command skills to the limit!
Available at Software Retailers
World Wide!
Reserve your copy today!
6 NEW NATIONALITIES: Poland, Hungary, Finland,
Slovakia, Italy and Romania
7 NEW CAMPAIGN GAMES: The Polish Tragedy;
Finland: David vs. Goliath; Romania's Struggle; The
New Roman Legions; The Honved in Russia;
Operation Uranus; Budapest to Vienna
50 NEW BATTLES, including coverage of: the Winter
War, the Kharkov Battles, the Korsun Pocket, and the
Siege of Odessa
REVISED AND EXPANDED GAME MANUAL
Note: REQUIRES TALONSOFT'S EAST FRONr TO PLAY
numsOFi
GO TO # 243 © www.computergaming.com/infolink
Call (4t0) 933-9191 or visit ourweb site at wvvw-talonsoft.com
©Copyright 1995-1997 TalonSoft Inc., P.O. Box 43730, White Marsh, MD 2123E
jjj 'ijjij Hi 'Jjjij JUiUJ^-jJ
Fult-f unction~scenario/tribe editor - - : >
Create your own warriors and battle scenarios!
Multiplayer features - Head-to-Head,
Network, and Internet play!
Campaign Game — Fight across dozens
of inter-connected battlefields!
1 ^*
Preset Scenarios — Bikers Vs. Enforcers,
Trailer Park Punks Vs. Death Cultisl ^ ^^
Cyborgs Vs. Amazons!
^( 410 ) 933-9191
ON THE Ce-ROH
DEADLOCK II Check out our own special aliens— designed
exclusively for this CGW demo— in the sequel to Accolade’s
Deadlock.
The Hottest Sports and Strategy Games, Plus a
Host of Other Goodies on This Month’s CD
F or the high-llyers out there, this month’s
disk will have you performing loop-the-
loops.
You’ve read the previews, now here’s your
chance to get some hands-on experience with
Falcon 4.0 before it hits store shelves. We also
have a demo of F/A-18 Korea to accompany the
review in this issue. Look out, too, for our Wing
Commander: Prophecy demo and experience
CGH/’s Space Sim of the Year for yourself.
And there’s also plenty of action for those
who prefer to keep their feet firmly on the
ground. Platform-gamers will fall in love with
Abe’s Oddysee, while the strategists among you
can revel In Deadlock II and Star Command
Deluxe. In ASC’s Sanitarium, adventurers will
find themselves stuck In a world gone mad, battling amnesia to discover their true selves. And final-
ly, action gamers can test their tank-combat skills in Sony’s Tanarus.
WING COMMANDER; PROPHECY Try your hand at
this four-mission demo of the game CGW voted best
space Sim of 1997.
FALCON 4.0 Your chance to get a taste of this, the grand-
daddy of all flight-sims, before it comes out.
March CC-ROM Titles
PmUCT HJIME
sax/UB
PlATfOBM
oiMcnftr
txtcmau
CART
13
95 only
CART
mscart(1),exe
CS Commader Longbow II SE
6
95 only
CSCOMM
setup.exe
Deadlock II
30
95 only
DEADII
dl2_cgw.ex8
Earthlink
42
Win 3,1/95
EARTHLI
setup.exe/setup.exe
F/A 18: Korea
10
95 only
KORDEMO
kordemo.exe
F‘22 Raptor
12
95 only
RAPTOR
setup.exe
Falcon 4.0
73
95 only
FALC0N40
setup.exe
NBA Live 98
12
95 only
NBA96
setup.exe
Oddworid: Abe’s Oddysee
31
95 only
ABEODD
abeodd.exe
PfiL
12
95 only
TEN
setup.exe
Sanitarium
74
95 only
SANITARI
sanitari.exe
Semper Fi
15
95 only
SEMPERFI
sfdemo.exe
Star Command Deluxe
36
95 only
STARCOMM
setup.exe
Tanarus
8
95 only
TANARUS
tan93.exe
Wing Commander: Prophecy
62
95 only
WCPDEMO
setup.exe/wcpdemo.exe
Wireplay
23
95 only
WIREPLAY
setup.exe
X-Men:TRA
24
Win 3.1/95
XMEN
setup.exe
How to Use the Disc
T he CD is Autoplay enabled and should begin upon loading it into the CD>ROM drive.
Otherwise, select Run from the Program Manager in Windows 3.x, or Start Menu in
Windows 95, and type DtVRUK'ME (where D is the tetter of your CD-ROM drive) to run
it straight from the CD. You may type D:\INSTALL to create a CGW program group on your
Windows desktop for future fun. Many demos require the disc to be in the CD-ROM drive
In order to run; therefor^ we recommend installing the demos from our disc.
A Falcon
Awesome Disc
ccw
MARCH 1998
WS*RB RBCfiUmNG A BAND OF
RBNBOADKB, FUOiTIVeB AND RBBBLS
TO RID
Put your violent nature to good use on the
SION team CSpeeial Intelligence Operations
Network) as they attempt to purge the world
of terrorism. Select from eight of the world^s
finest agents to complete 30 volatile missions.
Join a team with others, or form your own.
VIGILANCE. Intrigue. Espionage. Bloodshed.
SINGLE PLAYER MISSIONS
MULTI-PLAYER DEATHMATCH
TEAM BASED PLAY
BUY, SELL, WIN OR LOSE
WEAPONS AND POWER-UPS
TAKE COUNI
TO THE NETJ
[-TERRORISM
Play cHalnst live
compAltlon far free
an www.heat:.net.
3-0 DEVASTATION.
Experience phato-reaiiatic 3-0
action and environmenfea with
the new Anyworld^ 3-D engine.
“...one of the mast extraordinary
games of the year.” - ultra gameplayers
“SegaSoft's Quake killer.” -qgr
m
r
—
■IK
_
GO TO #186 @ www.computergaming.com/infolink
Ce ONLIKE
Turn to GameSpot for
News and Reviews in
the Fastest
Gaming
• Special Features
GameSpot's Best & Worst Awards
for 1997!
It's that time ot year again-the
time when we editors look back and
evaluate what the best and worst
products of 1997 were. When you've
had a chance to check out the CGW
Premier Award-winners in this issue,
head over to GameSpot and see what
the folks over there think. There may
be some consensus, but we're sure
there will also be a few surprises!
• Demos
GameSpot has the most thorough and
regularly updated game demo libraries on
the Web, You'll find demos of many of the
games we've reviewed recently, including
Total Annihilation, Age of Empires, Hexen II,
7th Legion, Fallout, iF-16, Shadow Warrior,
Shadows of the Empire, and more!
CGW’S
on the
• Designer
Ever wonder what's going on behind the scenes while
those much-anticipated games are in development?
GameSpot’s Designer Diaries follow the progress of game
designers Jane Jensen, embarking on her third Gabriel
Knight game for Sierra On-Line, and Tim Schafer, currently
working on Grim Fandango for LucasArts, Ion Storm's Tom
Hall also provides regular updates on his new game,
Anachronox,
• CGIVOniine
Turn to CGW Online for news,
reviews, strategy articles, and behind-
the-scenes features on hundreds of
top computer games. Because of our
joint venture with GameSpot. you'll
also see some articles posted online
before they're in print!
In addition, be sure to watch out for
a major new hardware section by Loyd
Case; The Ultimate Game Machine,
It’s a joint venture from CGW and
GameSpot. If you haven’t done so
already, be sure to addwww.
computergaming.com to
your bookmark collection.
Home
Web
• SIrategv Guides
GameSpot strategy guides are unofficial
game handbooks, stocked with secrets and
step-by-step instructions on how to defeat
each level of your favorite games. Our strategy
guides unlock those untapped hours of game-
play to help you get more fun for your buck.
Quake II The eagerly awaited sequel is
here, and GameSpot has everything you’ll
need to battle your way through all of the sin-
gle-player levels, discover all the secret areas,
and conquer other players with our unbeat-
able DeathMatch tips.
Age of Empires Let GameSpot guide you
through the ages. Our definitive Age of
Empires guide offers expert advice on all units
and buildings, and includes walkthroughs ol
all the missions.
Tomb Raider II While some of you may
be quite content simply to watch Lara jump-
ing and shooting her way across your screen,
others may be inclined to finish the game,
GameSpot's guide to Tomb Raider II provides
all the tips you'll need to make it through the
treacherous levels successfully.
f you’re looking for the best online
news and reviews in gaming, turn to
the experts at GameSpot. Here's a
brief overview of what you can
expect on GameSpot over the next
few weeks. To see these articles and
others, point your browser to the ultimate
gaming page at www.gamespot.
coni/march98.
- ^
CGW
MARCH 199B
GREAT SOLDIERS AREN’T BORN
THEY’RE HADE.
Screw natural selection. Take command of one of four unique
clans, each vqing for supremacy on an alien planet. Crush qour
enemies and splice their genes in qour lab to make stronger,
more diversified warriors. Showcase your shrewd combat
skills and resource management in single- or multiplayer mode
over modem/LAN/Internet. With over 37,000 possible genetic
combinations, you survive as the fittest or become extinct.
TOP TEN REAL-TIME STRATEGY GAME -Computer Gaming World
Visit our website at www.warbreeds.com.
Arm your varriors with advanced bio-
technological weaponrii;^';- ■ ^
Use the DNA of conquered warriors to
create a superior clan. - -
Locate, analyze and weaken your
enemies by cutting off their supplies
and resources.
' division ol
C1997 Biocferbund Soflw.ve, Inc. All rights reserved. WarBieeds and Red Orb Eitlert.iinnrenl are IradeniBihs o( Broderbund Solbvare. Inc. I
GO TO #196 @ www.computergaming.com/infotink
MmEmam
GO TO # 177 @ www.computergaming.com/infolink
Blue Byte Software, Inc. 870 E. Higgins Road, Suite 143, S(lioumburg,IL 60173
©1997 Blue Byte Software, Inc. All rights reserved. Source Code#MP2398
JOHNNY WILSON
License to Kill
When Do Licenses Help Computer
Games— and When Do They Hurt?
C harles Ardai
once slammed a
new offering
from a now-
defunct publish-
er by slating that
it had more
licenses to kill
than James
Bond. The com-
ment was appropriate. At that time,
the prevailing wisdom in the indus-
try was that anyone could sell any-
thing if it had the right license,
Many times, those licenses were
totally wasted, as the familiar char-
acters from popular books, comics,
movies, or television were pasted
atop unimaginative games as
though they were paper dolls.
Remember Capstone’s Home
Alone and Homey D. Clown? What
about Acclaim’s Judge Dredd? It
was even worse than the movie.
And who could forget the inim-
itable incompetence of Paragon’s
Captain America and Spiderman
Versus Doctor Doom? Fortunately,
most of those publishers have
learned their lessons.
Another popular publisher ploy
is to license a popular boardgame
or role-playing game and convert it
to the computer. Unfortunately,
such projects often involve produc-
ers who care nothing about the
existing property and are deter-
mined to put their "vision" on the
computer game, even if it guts the
spirit of the original product.
Certainly, such was the case in
Paragon's MegaTraveller I,
Mindscape’s first Warhammef40K
offering (a game so terrible it was
never released in this country-
though it was “reviewed’’ by our
competition}, and the disappointing
handling of the Magic: The
Gathering license by MicroProse.
Indeed, there isn’t anywhere near
enough room on this page to list
the travesties engendered by
Advanced Dungeons & Dragons
products {once SSI quit publishing
the successful "gold box” series).
Yet, licenses can be invaiuable.
When LucasArts quit licensing its
hit film properties to third parlies
and starting producing games
based on its own Indiana Jones
and Star Wars movies, the compa-
ny became an industry leader
almost overnight. Activision cruised
^ U Licensing
isn’t a magic
buliet to fix
mediocre
properties. 77
from bankruptcy to success with
the MechWarrior 2 series as its
flagship. When FASA decided to
take its property back, Activision
wisely found a similar license in
Dream Pod 9’s Heavy Gear. The
new series hasn’t started out on
quite as high a note as the Mech-
Warrior 2 franchise, but it has a
rich game universe and tons of
potential.
Westwood Studios took a terrific
risk when it licensed the title from
a science-fiction film that came out
almost 15 years ago. Yet, Blade
Runner is, at press time, proving to
be one of the best sellers of the
year. EA Sports proved that celebri-
ty licenses didn’t have to be just a
gimmick when it gained access to
John Madden’s old Oakland
Raiders playbook for the original
John Madden Football, The compa-
ny also received plenty of consulta-
tion with Earl Weaver for the origi-
nal Earl Weaver Baseball.
If you want counterexamples,
compare the limited success of
Sierra’s Earthsiege series with the
MechWarrior 2 franchise, and
don’t forget the graveyard of unli-
censed sports games that tried to
take on EA Sports,
What then, makes licenses
work? Brian Fargo, CEO of
Interplay Productions, once lined
out what I believe is the essential
success formula. "For me to
license a property," stated the
exec, "it has to offer a rich enough
universe that I would enjoy adven-
turing in it myself.” Unfortunately
for Fargo and Interplay, that state-
ment was made to illustrate why
Fargo had just signed a licensing
agreement to produce a game
based on Kevin Costner’s expen-
sive flop, Waterworld. It is also
unfortunate that Interplay opted to
merely jump on the realtime band-
wagon and fake the rich universe
behind Waterworld's background
story just to use it in a "Me, too!”
product. If the producer of the
game had held to Fargo’s vision
and enabled gamers to really expe-
rience the unique world behind the
movie, it might have succeeded-
in spite of the brand liability in the
film’s title.
Why do we, as gamers, want to
experience games based on other
properties? It is simply because we
want to experience more of the uni-
verse and characters that we
enjoyed in the original property. If
the producers and designers of the
games negate the atmosphere of
the original products or put charac-
ters in situations that seem prepos-
terous to us, they’ve done signifi-
cant damage to our potential enjoy-
ment of the game. However, if they
stay consistent with the universe
and give us an experience true to
the feel of the original property, we
will reward them with the praise
that counts-conlinued purchasing
over a full product line.
Licensing is not a magic bullet
to fix mediocre (or worse) proper-
ties, but it is an important tool in
shaping the kinds of interactive
worlds in which gamers will want
to piay. Licenses can be the differ-
ence between soulless products
and soulful products, but they have
to be respected. %
© 5998 ORIGIN Syslofns, Inc. Origin is a Ifadafflaik or tegisienxi iradsniarii of Origin Syslems, ine. and Wo Build Sims by the Book is a trademark or registered trademark of Electronic Arts in the U.S, snd/or other countries. All righls reserved.
OWN THE SKY
Jane's F-15 puts you behind
THE STICK OF MILITARY AVIATION'S
HOST LETHAL STRIKE FIGHTER.
This Desert Storm champion
TOOK OUT 36 BRIDGES. DESTROYED
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COMBAT SIMUI-ATIONS
We Build Sims By the Book.™
www.Janes.ea.com
GO TO #094
v.computergaming.com/infolink
LETTERS
<8
umpu
^amii
Editor-in*Chief
Executive Editor
Features Editor
Reviews Editor
Technical Editor
Assodate Editors
CG-ROM Assodate Editor
News Editor
Assistant Editor
Copy Editor
Editorial Assistant
CG-ROM Assistant
Editorial Intern
Contributing Editors
Johnny Wilson
Ken Brown
Denny Atkin (Simulations)
Terry Coleman (Wargames,
Classics/Puzzle Games)
Dave Salvator (Hardware)
Jett Green (Adventure, Sports)
Elliott Chin (Action. Strategy)
Kale Hedstfom
Charlotte Panther
Allen Greenberg
Joe Valina
Madheiv Schaefer
Thierry Nguyen
Tahsin Shamma
Scorpia (Adventure Games)
Charles Ardal (interactive Fiction)
Loyd Case (Hardvare)
Martirr Ctrulis (Science Fiction)
Russell Sipe
Art Director Dan Fitzpatrick
Assodate Art Director Steven Wanczyk
Web Commander Jack Rodrigues
Production Director Carlos litgo
Assistant Production Mgr. Marlin Walthail
Electronic Prepress Group
Manager Michele Kellogg
Assistant Manager Tamara Gargus
Technidan Roger Drake
Address questions and (eedback to CGW Editorial, 135 Min St.,
Mth Floor, San Francisco, CA 94105. Or you may contact us via:
Phone: (415)357-4900
Editorial Fax:(415)357-4977
CompuServe: (76TO3,822)
Internet: 76703.622@compuserve.com:
Web site: www.computerganiing.com
Assodate Publisher Lee Uniacke (415) 357-4915
East Coast Sales Manager Laura PilaniellO (212) 503-4851
East Coast Sales Assistant Kristin Hansen (212) 503-3926
Southwest Sales Manager Pat Walsh (714) 851-2556
Midwest Sales Manager Marci Itimaguchi (415) 357-4944
LETTER OF THE MONTH
WING COMMANDER: CROTCHETY
li)i(l niiyonc else notice tlinl tlie motliersliip
in the Wing CoMMLNDKR: I’ROPHKCT ad on
tile hack cover of the December
i.ssiie loots like a large pair of gray
pants over a pair of purple shoes?
And just what is that control tower
supposed to be? Looks more like a
falhcrship to me.
Matt Slaften-
\ia the Internet
Thanks for helping us sec this
ship in a whole new light.
E\idenily, Origin desperately
n-anfs the game to have legs.
FORTUNE SMELLING
A,s a longtime CCLKsubseiiber, 1 fell the need
to write when 1 read Martin Cinilis’ column about
■I'ortune Telling" {CGWIf\62, p. 372), In the arti-
cle, Mr. Cirulis points to the "sneak ])review'’’ aspect
of this and otiier game mags and tics this in with
review's. Essentially w'hat he is saying is lliaf wc,as
gamers. ha\ c made it nearly impossible to gh'c a
blockbuster game like S'lARCll'J-Ta fairrenew
since we are so hiingr)' for infomiation and it has
heen"pre\ icwcd" so many times already. W^at I
1 completely agree with him that wc. the gam-
ing public, arc far too hot for preview's and, general-
ly, for any news of a highly anticipated title and I do
think your magazine (and the others) are ghing us
exactly whi\[ w'c w'ant. However, when he puls the
fault for the trend toward prereviews on us. I take
great offense. We arc not in any way forcing the
magazines to say anything ahmil an upcoming title
other than to simply show ns a few screenshots and
give us some basic data on what features the game
w ill have. It is the publication and all tho.se who
think he is ignoring is something he has long railed
about; reviewer integrity.
He states. '‘'Hie pressure on any critic is simply
to rubber stamp all that has been said." Huh?!
Forgive my ignorance here hut why are favorable
previews (of a |)roduct not completed) such a pres-
sure to bias a review? No matter how' many good
previews a jirodiict has gotten, if the final working
game stinks, shouldn’t a reviewer say so? If
S'iAtlCR\FT (for example) i,s a turkey, is Mr. Cirulis
going to give it four or fiv'c stars just because the
"previews" have? That’s liow tlic article reads to me,
as if he were trying to explain “Sorry guys, I was a
fair and honest reviewer until large sums of monev
became involved," !s he not. by saying and impl)'-
iiigsuch things, proving iheaccusalion that many
gamers have held for a long time, that icvicwers
rate games ba,scd on the amount of money (in
advertisements mainly) the magazine makes? It
reads that way tome.
comment on "neat'’ or“coor sonn-to-he-released
titles that drive this trend towani prereviews. I, for
one, don’t w ant or need someone to tell me liow
great a game is before it's in my hands. I read your
prev'iews w'ith interest but I would never base my
buv'ing decision on an incomplete product. 1 think
most gamers feel the same, Ihc bottom line is that
wc .sim])ly don’t Ini.';! the preview's when it comes to
buying decisions [ireciseh’ fiecairs-eof the trend he
talks about wiiereiii previewers cssentially‘'rcvicw"
the game before its done. Anvoiie remcmlicr
Oirn’OST? ecu and most of the other magazines
gave this game lop marb in their iirevaew's and ycl
the finished product was a clog (to say the least).
Wliat it sounds like to me is that Mr. Cimlis is try-
ing to shift blame from his (and his profession’s)
mistakes to the readers, which is reprelfiisihle.
My advice to both Mr. Cinilis and to the gam-
ing |)iil}lications in general is this: Clean up vour
previews! Stop telling us how great a game is when
Silicon Valley/Northwest
Sales Manager
Marketing Manager
National Account Rep
Advertising Coordinator
Assistant to the Publisher
Sales Assistant
Dru Montgomery (415) 357-4925
Sat Sharma (415) 357-4935
Joann Casey (415) 357-4920
Linda Phtlapil (415)357-4930
Linda l^n (415) 357-5425
Tailie Conner (415) 357-5398
HOW TO CONTACT ADVERTISING SALES
Address inquiries to CGVv Advertising, 135 Main St., 14th Floor. San
Francisco, CA 94105; or call (415) 357-5398, fax (415) 357-4999.
EM
Vice President Jon Une
Executive Director,
Marketing and Research Handy Cohen
Associate Research
Director Tedd Speck
Creative Services Manager Francesca Koe
Business Manager Cynthia Mason
■
SIS
call (303) 665 8930 or lax (303) 604-7455 wilhin the U S. and Canada. All oltiei
couniriss call (303) 604-7445 or tax (303) 604-0540, or wrile to Computer Gaming,
P.O. Box 57167, Boulder, CO 80322-3131, Ttie subsctlplion ralo is $27,94 lor one
.iiRide lire Uniled Slates) By check or
mon^ order 1o Back Issues Oep'I., Zifl-Oavis Publishing Co„ RO. Box 53131,
Boulder. CO 80322-3131.
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Your instinct and ingenuity are the key to
YOUR success. Travel through time, assume/-
MULTIPLE identities, AND WEAVE YOUR WAY THR0UGH_.
AN INTRICATE WEB OF PUZZLES. HIDDEN IN THESE
LOST worlds lies THE KEY TO SURVIVAL.
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even \ vii don’t know for sure! Stop jump-
ing on the h)’])e wagon (upon wliich the
publisliers lire giving you such a comfort-
able scat) and siinplv re[3ort the fucl^. Sa\'e
the opinion and commentary for the fin-
isiied product!
It’s good business to gi\’e your customers
what tliey want, and I don’t fault you for
tliat. \\1ial I do fault )x)u for is pointing the
finger at ns when you begin to show bias,
when you should be looking in tire mirror
and pointing thcre.
As for telling us what to buy, as long as
)ou do it based on actual rcu'eirsof fin-
Ahec/product, then fine. Please do not
insult m\’ intelligence and that of my fellow
gamers by saying that ue're forcing )ou to
tell us what to buy before we even can buy
it. Tliat’s ridiculous.
Steve Fax
vi:i the Internet
OiirEditor-in-Chief
responds: Like any good coliiin-
nisty Martin Cirnlis draws the
issue with bold lines and arouses
strong opinions. This column
even bit a ner\-c with me when I
edited it. How could the man
who skewered CGW cover cutic
llvmECRUiSFR SOOO and excori-
ated the much-anticipated
Outpost in his reviews of those
games ewr believe that ive
would allow sneak preview eov-
erage to taint re\icw coivragc?
Didn 't he notice our complete
turnaround on PwvateI'R 2 or
Lecesds ’98 FoontALl? Onr editorial
policy, as Martin ktwm, requires that
reviewers play the same final code con-
sumers have, and that they finish the
game. How could be believe that this
policy allows writers to shape their
reviews in the image of pre\iew.sF
Martin is correct in saying that the pres-
sure to, as many readers have put it. "pre-
rexiew" games is verx'rcal. In blind studies
and online feedback, many readers ha\e
complained that our rexiem arc often too
late to be helpful. You want earlier recom-
mendations and often look to those of our
competitors (who are not bound bylhe
same restraints of rcxiexxing ftnisbed prod-
ucts and playing the game all the way
through) for early guidat)cc.
I certainly agree xvitli you, though, that
market pressure for early infonnation
should not be an excuse to nibbcr-stamp
preview coverage. Many readers xxrolc
similar letters to yours asking hoxv any
writer or publication xvilh inlegrify- could
doso. Ihc short ansxver is. thevean’i.
Which isxxhyxx’ercxiewcdHEWYGl'AR
and Ui.Ti.MA OM.iNh:thc xx-aywedid—
and rated them at 2.5 and 1.5, respectively.
Here's hoping letters like yours help all
of us in the busine.ss of cox vring games
focus on carchil, sane coxerage based on
playing xvorking code. I xxonld xxelcomc
such a countcrrcrolution.
ZIFF-OAVIS PUBLiSHING COMPANY
DIABLO
IS IN THE DETAILS
In our February cover
story on Diablo II, we
inadvertently placed
the target release
date during the winter
of 1997-98, Actually,
the game is sched-
uled to ship In late
1998. We apolo-
gize for the hell-
ish mistake.
We prefer Siat you email us at
one of &ese addresses:
CompuServe: 76703,622
Internet; 76703.622@
Vice Presidents
tofk Moyer (ConifoliB)
Tlinolliy O'Brien (Chief Fin;
Treasurer
(Chief Financial Officer]
Daryl R, Otte (PlanniriB)
Thomas L. Wright
Executive Director, Licensing
Director, ZD Labs
Director, Benchmark Operation
Claude Sheer (U.S, Publications)
Don Byrnes
Jack Dolce
Al DiGuido
Thomas McGtade
Baird Davis iCkcuIatlon]
Bob Bader {Central Advertising Sales)
Chris DobbtiM
John Dodge
Roger Herrmann (Production)
Jon Lane
Jim Manning (Marketing Services)
Michael J. Miller
Nancy Newman
James K fiamaley (Circulation Services)
Paul Somerson
Mark Wn Name (Product Testing)
Sam Whitmore
Gertrud Borchardt
Mark Hall
Bill Calchings
Vice Presidents
Editorial Director, New Products
EX
President, ZD Brand and Market
President, Computer Intelligence
Vice President, ZD Brand
Vice President, ZD Research
Director, Corporate Relations
Executive VP, Corporate Sales
Executive Director, Sales and Marketing
Jeffrey Ballovva
David Shnaider
Daniel Rosenswelg (President, ZDNet)
Daniel Farber (EdIlof-in-Chief, ZONel)
Richard Ftshef(ZDTV)
Jim Louderback (EdilorlaJ Director, ZDTV)
James Savage (General Manager, ZDNet)
Bill Machrone
Terri Holbrooke
Bob Brown
Herb Stem
Elda Vale
Gregory Jarboe
Joe Gillespie
Mike Perkowski
Executive Directors Jeff Bruce
Scott Murphy
Ifen Beach
Michael Bird
Dan Daly
Melinda Maginn
Robin Kolsky
Debbie Moss
Julie Tuttle
Associate Network Directors
cc)mpuserve.com
1 ComDUtan I
Or write to the following address
Gdiiii(f|}'
1 Reprints |
CGW', Letters to the Editor
135 Main Street, Htii Floor
San Francisco, CA 94105
W'e resaw die right to edit all
letters for space or clarih'.
iMiiMiiiintiiiiiiiHJimna
COMPUTER GAMING WORLD (ISSN 07‘14'6667) Is published monthly by Ztfl-Davis.
Copyright 199B Zill-Davis, All Rights Reserved. Material in this publication
may not be reproducect in any form without permission. If you want to quote
from an article, write to Charlal Tucker, One Park Avenue, New 'itrk, NY 10016-
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Far reprints, please call Ziff-Davis reprints at (800) B25-4237.
Computer Gimlng Hfertf is notalfilialed wllh lOG.
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The Latest News From the Computer Gaming World
Edited by Charlotte Panther {CPanther®zd.com)
nnicrosoft Plays to Win
With Several New Titles In the Works, Microsoft Looks Serious About Games
A fter the success of
Age of Empires and
CART Precision
Racing, Microsoft is
determined to show
gamers that its win-
ning titles aren’t just
tiukes. I took a trip
to see the folks at Microsoft recently
and found the company’s games
division hard at work on several titles
that are scheduled to ship in the
coming months.
Microsoft may be placing its heav-
iest bets on Urban Assault and
OuTWARS. Both stir the action shooter
pot with elements from other genres.
Urban Assault (previously code-
named Anarchy) is similar to 3D0’s
Uprising: It’s an action game set
in a war-torn future with intense
combat and some strategy ele-
ments thrown in for variety.
While the Interface Is currently
being overhauled, the gameplay
is sound, with plenty of pulse-
pounding, force-leedback
action for the shooting junkie.
The strategy (resource man-
agement and unit commands)
adds an extra dimension to
gameplay, but Microsoft
promises that the game will
be full of pyrotechnics and
swarming enemies.
The second title, Outwars,
begs comparison to Tomb
Raider and MDK. It will try to
distinguish itself with squad-
level gameplay, wherein you
traverse
PRETTY VIOLENT Expect heavy doses of rapid-
fire combat mixed with a little strategy in Urban
Assault (center and bottom).
alien-intested warzones
and bases with Al-
controlled squad-
mates by your side.
Puzzle elements
will ensure that
your brain doesn’t
atrophy while play-
ing, but for the most
part, this game will try
to throw lots of action at
you. The squadmates element
seems to be this game’s best shot
at snagging an audience; each
squadmate will have its own Al,
and will behave realistically (shoot
them in the back too many times
and they’ll go after you).
Both of these action titles vi
have full support (or force-feedback
joysticks and 3D acceleration.
Urban Assault is slated for an early
summer release, while Outwars
should be available this spring.
Microsoft also has two new
strategy titles In the works. The
BUG HUNT Outwars Is a
squad-level exterminator game
that’s equal parts Tomb
Raider, MOK, and Starship
company Is working with Age of
Empires developer Ensemble
Studios, and although the company
refused to offer details, we have a
feeling that our empires will see a
tew more ages. On a more immedi-
ate front, Ensemble has completed a
patch for Age of Empires that greatly
enhances Al and unit pathfinding,
and also blows away the unit limit.
Racing fans won’t be left out
either-Microsoft assures us that
another racing title is in the works, but
no one at the company would reveal
any further information at press time.
In my visit with Microsoft, I saw
plenty of solid titles (and I sneaked
peeks at several even cooler games in
progress). This leads me to believe
that Microsoft has finally gotten its
gaming act together. -£///o/f Chin
ccw
MARCH
StarCraft Update
Its Been Delayed, But StarCraft Looks WoTth the Walt
T he launch party tor 1997’s most anticipated
real-time strategy game turned into a con-
solation prize for the press and members of
the public who were lucky enough to be invited.
StarCraft wasn’t ready to ship for the party, but that
didn’t stop Blizzard from showing its real-time game at
the Wizards of the Coast entertainment center in Seattle.
Although the single-player component wasn’t on display,
Blizzard did demonstrate StarCraft's multiplayer combat on
battle.nef, with great results. Each alien race proved itself to
be unique and full of surprises. While Blizzard had seemed
optimistic about meeting its intended end-of-year 1997
release date, some minor
tweaks in unit path-finding
and Al were apparently
needed. Blizzard admitted
as much when, shortly
after the party, it an-
nounced that the release
date had been pushed to the
end of January 1998. Still, the
game looks good, and we had to be
pried away from our computers at the end of
the night. Although StarCraft still needs a little polishing.
Blizzard says it is taking the extra time to ensure that the
game lives up to expectations. I wish more game companies
would do the same.-f/M Chin
IS
s
U)
u
>
re
£
Core gamers:
How much do
computer gamers earn?
Casual Core
gamers: gamers;
$16/month $60.36/nionth
How much do computer
users spend on games?
Source: The Strategy Group. 1997
^^Eidsa Interactive
announced a deal with game
developer and publisher.
Square Co. Ltd., to acquire
the exclusive North American
and European rights to publish
FifiAL Fantast Vlt-the latest
installment of the best-selling
role-playing game franchise-
lor the PC. Released for the
PlayStation last year, FFVtl sold
over 3.2 million units in Japan,
making it the best-selling game
on that platform. The PC ver-
sion is scheduled for release
this summer.
►►►Ion Storm recently
announced that CEO Mike
Wilson would be leaving the
company to pursue a new
interactive game publishing
venture. Wilson will join several
top-level developers to form a
new profit-sharing game com-
pany. The new company will be
known as g.o.d (Gathering
of Developers). John Romero
will assume the title of CEO of
Ion Storm. :
►►►Fox Interactive has
teamed up with Fox Sports
to launch a new line of sports
products, including Fox Sports
Hockey, Golf, Tennis, and
Soccer under the brand name
Fox Sports Interactive.
The games will be supported
by a number of major partners
and endorsements, including
the National Hockey League
and the National Hockey
Players Association. British
game developer Gremlin has
also signed a long-term agree-
ment to develop products for
the new division.
I-War Goes
International
W hile U.S. gamers have slim pickings on
space sims that put you in anything big-
ger than a fighter (only Battlecruiser
3000 and Starfleet Academy come to mind),
gamers in Europe have the fortune to be playing I-
War. This sleeper space sim places you in com-
mand of a 150-meter corvette on the side of the
Commonwealth, warring against the
Independents, a faction of rebels that wants to
establish its own government. The sim is being
hailed for its extremely realistic flight model,
which models mass, inertia, acceleration, and
other physics concepts that are often glossed
over in space sims.
I-War was developed by Particle Systems, and
distributed throughout Europe by Infogrames,
Although negotiations were still in progress at
press time, indications suggest that Activision will
pick up the title for the U.S. release. Slated for
first quarter ’98, the U.S. version will include
some extra features, namely multiplayer capability
and 3Dfx-acceleration (although the game already
looks phenomenal in software). Gamers in Europe
are raving about I-War's complexity of gameplay,
realistic flight model, and awesome graphics-it
looks as if Wing Comiyiander: Prophecy may have
some competition on its hands.
The game will be released under
a different name over here, as “I-
War" is already trademarked in the
U.S. by fWiu.-Thierfy Nguyen
Near-Total Annihilation?
GT Interactive/ MicroProse Merger Falls Flat
E veryone on Wall Street seems to have an opinion about the “annulled marriage" of MicroProse and
GT Interactive. But when we cut through all the spin doctoring, C61V found that the merger broke otf
due to a fundamental difference: how each company writes off its research and development costs.
MicroProse uses the more typical approach for game pubiishers. For example, when Ultimate Civ II ships
this summer, MicroProse will pay the developer, and write off those fees that quarter— taking the revenue
"hit" immediately. In a similar situation, GT, on the other hand, will amortize the developer fees over a longer
period of lime. The GT approach can put a better bottom line on paper in the short run, but if, say, more
than a single product’s sales are below expectations, the company could feasibly show huge losses down
the line. This is not the first time such accounting differences have been divisive among game publishers.
R)rbes magazine once wrote that Sierra was playing “adventure games” with its books for writing otf debts
using the entertainment industry method that GT uses. Sierra changed its accounting procedure several
years ago.
In the end, the two companies could not come to a compromise between the two methods, and a split
ensued. In the long term, the non-merger may end up benefiting MicroProse more than GT. We'll know for
sure once Falcon 4.0 ships. -Terry Coleman
Short takes on games and hardware released just prior to press time.
WARWIND II
With the couple bazillion real-
time strategy games that have been
released of late, many will be lost in
the deluge. Let’s hope WarWind II won't be one
of them. While not
exactly on the
genre's cutting
edge. WarWind II
has unique, enter-
taining gameplay
that offers four
separate cam-
paigns for over 46
different scenar-
ios. Gamers will
have to carefully consider how to
use limited troops, since the game
doesn't allow you to just churn out
units, In addition to the first game's
aliens, two human factions have
ioined the conflict
along with new units
and indigenous ani-
mal life that you can
tame to aid your
cause.
—Robert Cofley
Strategic Simulations, Inc,
( 408 ) 737 - 6800 .
WWW. warwind. com
PC CD-ROM
CHAOS
ISLAND
Something has
survived all right:
the need for
Dreamworks to
license anything
and everything lo do with Jurassic Park: The bst
World. Chaos Isuno, though, is well worth the
purchase for youngsters who need their latest
dinosaur fix. The graphics are pretty good (espe-
cially the landscapes), but the main selling point
ccw
MARCH r998
s
Jane’s Combat Gifts
T he Origin Skunkworks team has three patches in the
works for devoted Longbow fans. Owners of 3D cards
not based on 3Dfx Voodoo chips will be happy to
hear that the Longbow 2 team has created a DirectSD patch
for the simulation. Because so many 3D cards don’t support
many of the features used by Longbow 2, however, the sup-
port will only be for certain high-end cards. First to be sup-
ported wiil be the nVidia RiVA 128 chipset.
A 3Dfx patch is also in the works for Longbow Gold for
Win 95. Although the graphics won't match the detail of
Longbow 2. the patch should make for much faster frame
rates, as well as improved visual effects from bilinear fiiter-
ing, better shadows, and an improved sky.
Finaiiy, hard-core Longbow 2 fans wiil want to download
the Ultimate Longbow 2 Campaign Challenge, a modified ver-
sion of the Azerbaijan campaign that replaces all the enemy
Iranian combat equipment with the latest Russian hardware.
Jane’s Combat Sims' Andy Hollis promises “if you can make
it through this one, you are truiy one of the elite.’’
Ail of these patches, as well as a new matchmaking ser-
vice for online Longbow 2 piay, can be found at www.
janes.ea.com. — Denny Alkin
is the real-time engine coupled with the
excitement of hatching Stegosaurus
and directing characters from the
movie. I have to admit, this game
brought back the feeling of wielding my
action figures over imaginary land-
scapes. It’s not as sophisticated as
some mission-based real-time games,
but it’s great fun for those who loved
the movie. —Tahsin Shamma
Dreamworks Interactive,
(800) 428-5331
www.dreamworksgames.com
Win 95 CD-ROM
CONSTRUCTOR
CoNSTWCTOR treads on familiar terri-
tory, allowing gamers to build and man-
age a city from the ground up. The
game offers an element of humorous
complexity, however, by requiring the
player to interact with the individuals
who inhabit the game world. Players
must keep tenants in line by
maintaining their houses, r ^
dealing with their com-
plaints, and sometimes ^
even intimidating them into j
submission. Up to four
Machiavellians can compete
through networked play, to see
who can run the best city
white ruthlessly sending hip-
pies, gangsters, and psy-
chotics to harass their ene-
mies. Be forewarned that the
required reading of the manual may not
pay off in the gameplay.
-Matthew Schaefer
Acclaim, (516)759-7800
www.acclaimentertainment.com
PC CD-ROM
►►>CoQsidering the huge fol-
lowing The X-Files has estab-
lished over the last couple of
years, you’d expect licensing
kings Fox Interactive to be
publishing X-Files products by
the dozen. 8ut, as of press
time, there wasn't a single X-
FUes CD-ROM on the market.
II looks like that will change
this summer when Fox releas-
es the X-Files adventure game,
developed by Hyberbole
Studios (Quantum Gate,
Vortex) in cooperation with
Chris Carter. The game's
release is scheduled to coin-
cide with the premiere of the
X-Files movie. In the mean-
time, though. Fox does have a
little leaser for those requiring
a Scully and Mulder fix: X-
Files; UNRESTflicrEO Access.
This multimedia producl-
basically a database for chron-
ically obsessed X-F/fers-is
stuffed with full-motion video,
shots, sound biles and all the
information you could ever
want to know about the series.
Using Microsoft Internet
Explorer as a browser, it allows
you to [eat through over 90
case files and 600 dossiers
covering the first four seasons
m
of the show. And, as season
five progresses, fans can con-
nect to a special XFUAWeb
site to download weekly
updates and add to their data-
base. XFUA also includes a
Desktop Designer with screen-
savers, wallpaper, icons,
sounds, and X-Files trivia fac-
toids. It should be on store
shelves by the lime you’re
reading this.
HARCH 1998
ccw
»
Compatible
ASC Games"' Is a irademarti of American Sottworks Corporation. 0 1997 Amaricnn Soltworks Corporation. The BMQ logo is a trademark of BMG Music. The OMA logo Is a trademark of AssIstamouiM Ltd.
Used under license from BMG Interactive Inlemalional, a unit of BMG EnlerlaInmenl. ©1997AssislarrKXint Ltd- Windovrs® 95 Is registered trademark of Microsoft Corporation. The ratings icon Isa trademark
of the Interactive Digital Software Association. All rights reserved.
“want some? Then get the
3ob done right! I prefer
sleek, fast cars with
room in the back. Know
what I mean!?*’
It started with my baby
sister's doll house, and well...
it just went from there!”
cars
me a rush.
gives
me a rush."
It’s ®
“l durmo v/liat’s so special here. Using
It's a game about everyday flame thrower about three
life, ain't it?” on a rival gang things - fast cara,
just gives me that easy money and. . .
warm and iUzzy fast cars,
feeling all over."
Must Be 18 Or Older
GO TO #248 @ www.compulergaming.com/infoIink
http;//www.ascgames.com
Talonsoft Signs Hall-
gf-Famer Gary Grigsby
But the Famed Designer Also tnks New SSI Deal
G ary Grigsby is one of the
few game designers
whose career spans Ihe
entire history of the industry, It’s
HOT PROPERTY: Industry
veteran Gary Grigsby has
been contracted to do
Steel Panthers IV for SSI
as well as Battle of
Britain 1941 for
Talonsoft.
been a real adjustment for
someone who witnessed the
advent of CGA graphics to
adjust to Windows 95 and
Internet gaming, but the suc-
cess of his recent designs, such
as the Steel Panthers series,
shows that Grigsby still has a
few surprises hidden away in
the old hexgrid.
In fact, Grigsby is very much
in demand. Just after TalonSoff
announced that Grigsby had
signed a deal for Bahle of
Britain 1941 (scheduled for an
August 1998 reiease)-a strate-
gic-level air game similar to
Grigsby's venerable USAF on
the Apple. CGW discovered that
Grigsby has also been contract-
ed to do Steel Panthers IV tor
SSI (to be released in 1999),
Grisgby's co designer for both
games will again be Keith Brors,
with whom Gary has enjoyed suc-
cess since Steel Paijthers (and
who often doesn't get the respect
that he deserves). That Grigsby
and Brors are designing games
for both TalonSoft and SSI is a
sign that the competition between
the two main wargame publishers
is heating up. Of course, it these
games are anywhere near the
quality of CGWs 1995 Wargame
of the Year, S^el Panthers, or
CGWHall-of-Famer Kampfgruppe,
it’s gamers who stand to benefit
the most. -Terry Coleman
EVOLUTtON r
When the booklet that comes -i
Discovery Channel Multimedia,
(800) 780-6044
with a game is both more enter-
http://multimedia.discovery.com
taining and more educational than
the product it supports, there’s a problem.
PC CD-ROM
CO
And the Discovery Channel's new strategy
STREETS OF SIM CITY '
title, Evolution, sure has problems. Players
In this game, you drive around ^ ^
your own SimCity 2000 city in mis- ^
sions that require you to either eliminate the
opposition Of perform other tasks. This style of
game has not only been done before (Interstate
' 76), it's been done better. A few minutes of
gameplay and you’ll realize that this game is nei-
ther as involving nor sophisticated as l-'76.
—Tahsin Shamma
Maxis, (800) 336-2947
www.maxis.com
Win 95 CD-ROM
H-
must nudge their species up the evolutionary
ladder while contending with rival species
and a constantly changing (and frequently
hostile) planet. It may sound good, but in
practice it's a dull exercise in non-controi and
waiting, dominated by non-events. A thor-
oughly unfriendly interface does an incredible
job of standing directly between the gamer
and what little enjoyment there is to be had.
Evolution is extinct upon arrival.
-Robert Coffey
iji jjimg
Aces: X'Fighlers Sierra
Fall 96
Air Warrior Hi Kesmai/I-Uagic
3/98
Asheron's Call TurbinefMicrosoli
Summer 98
Baldur's Bate interplay
4/98
Battle ol Britain 1941 Talonsod
8/98
Batllezone Activision
Summer 98
Creatures II Mindscape
11/93
Dalkalana ion Storm/Eidos
3198
Deep Six Virgin
Spring 98
Descent Freespace Interplay
5/98
DPke Nukem Forever Apogee/30 Realms
6198
Earthslege 3 Sierra
4198
Earthworm Jim 3 Intemlay
6/98
European Air War MicroProse
5/98
Falcon 4.0 MicroProse
3/98
Fighter Duel 2 Ocean
Spring 98
Final Fantasy VII Squaresoft
4/98
Freedom In the Galaxy Avalon Hill
10/98
Gualdalcanal Avalon Hill
Summer 98
Guardians: Agents oiJuslIce MicroProse
4/98
Half-Life \^lve/Slerra
3/98
Hardball 6 Accolade
3/98
IF-/A-1B Interactive Magic
4/98
lA-IO Warlhog Interactive Magic
Fall 98
Interslale 77 Activision
3/98
iPanzer 44 Interaclive Magic
3/98
Jagged Alliance II Sir-Tech
4/98
Jane's F-15 Jane's/ EA
Spring 98
King’s Quest: Mask of Eternity Sierra
3/98
M-1 Tank Platoon 11 MicroProse
3/98 i
MAX II Interpl^
3/93
MechCommander MicroProse
4/98 1
MechWarrior III MicroProse/FASA
Winter 98
MIG Alley Empire
Summer 98
Mights Magic VI NewVi^r(d/3DO
Spring 98
01 Light & Darkness interplay
3/98
Operational Art of War TalonSoft
Spring 1998
Panzer Commander SSI
6/98
Prey Apogee/3D Realms
Winter 98
Quest For Glory V Sierra
Spring 98
Reach tor the Stars II Microsoft/ SSG
Summer 98
Rodguard Bethesda
Spring 98
Redline Accolade
5/98
Return to Krondor Sierra
Winter 98
Revolution Fenris Wolf/GT Interactive
Winter 98
Secret of Vulcan Fury Interpl^
3/98
Shies SegaSolt
Summer 93
Sanitarium ASC Games/DreamForge
4/98
Sid Meier's Alpha Centaurl Riaxis/EA
Summer 98
SimCIly 3000 Maxis
Spring 98
Sin Activision
3/98
Soldiers at War ssi
3/98
Sorry Hasbro
3/98
Squad Leader Big Time/Avalon Hill
Winter 98
Star Trek: First Contact MicroProse
Summer 98
Stralego Hasbro
Fall 98
$u-27 Flanker 2.0 SSI
8/98
Tae Ops '98 Avalon Hill
4/98
Trespasser: Jurassic Park DreamWorls
Spring 93
Ubik Cryo
4/98
Uillma iX Origin/EA
Winter 98
Ulllmale Civ 11 MicroProse
5/98
Uprising Cyclone Studios
Winter 97
VR Baseball '98 Interplay
Spring 98
Waffireeds Red Orb
3/98
WarCrali Advenlures Blizzard
4/98
Warhammer 40K: Chaos Gale SSI
6/98
Warhammer: Dark Omen EA
3/98
Wizardry VIII Sir Tech
Mid 98
X-FItes Adventure Game Fox interactive
Summer 98
A
cow
MARCH 1998
Moo II’
I tyi PROTECT
CARCO N'DI*
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Sanitarium'^'^ is a trademark of American Softworks Corporati(^
is a trademark of American Softworks Corporation. Sanilariurn^
Corporation. The ratings icon is a trademark of the Interactive Dij
Spiraling
OUT OF THE VOID,
YOU OPEN YOUR EYES
AND STRUGGLE
TO UNDERSTAND.
A SHOCKINGLY disturbing
ADVENTURE
m L>rcEA;viFORfiE
GAMES J
'.v.TiV«ascgan,es.con j
GO TO p 233 ® 'A'A^v.cornauteljaining.corn,. '111/01(1111 '
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ILLUSTRATION; NATHAN OTA
Cracking
thCodes
501 Underhanded Ways to
Cheat Your Way to Victory
Y ou're under the gun
and things don’t look
good. Fifty Shang vil-
lagers are beating on
your poor Choson axe-
men in Age of Empires.
Overwhelming odds are making
you reconsider your decision to
embrace the Light Side of the
Force in Jedi Knight. You keep
Compiled by
Tahsin Shamma
dying in Star Trek; Borg and you
really, really want to move on to
a more interesting game. What
will you do? What will you do?
Cheat, that’s what! Luckily for you,
game programmers usually slip in a
few magical codes that can give you
the power to kill all your enemies in a
single keypress, open doors, heal
wounds, or even turn back time! The
biggest problem with these wonderful
cheats, however, is finding out what
they are. Well, have no fear, we’ve
taken the time to search out every
cheat code known to man (or ogre),
and they’re all listed right here. After
all, there’s nothing wrong with cheat-
ing— just don’t get caught...
CCW MARCH 199B
ADVENTURE/RPG
Betrayal in Antara
Press Ctrl-Shilt'Z to bring up a winrlow,
then type in these codes:
1 . some call me llm Kills all enemies
2. supermarket lor the rich Brings up
inventory lull ol weapons, armor, vials
3. Why am I so dull Maximizes stats
4. gotta have magic Aren learns all spells
5. ask a glass ol water Teleports party to
beginning oi chapter
6. man does my leg hurt Heals party
Monty Python and the
Quest for the Holy Grail
7. Type uranus at the options screen just
after you start a new game to travel
anywhere immediately.
6. Type lobstergirl at the screen just after
you run away to get the hidden sub-
game.
9. Type allclips in the Book of the Game to
see all the video clips on the Grail Vision
page.
Statlrek: BORG
10. Type in obey to skip to the next
challenge point.
11. Type in borg or hugh to skip to the parts
where you are a Borg.
SPORTS
FIFA 97
For these to work, you need to set your
system date back to February 29, 1997.
Select the Singapore team and type these
while playing.
12. cantona Enables player to do a flying
kick to a spectator
13. kayu Referee wears only underwear
14. belong Gets players Abbas Saad and
Michael Vana
15. laochiao Gets players Quah Kim Song
and Doilah Kassim
16. ith Opponents forced to own goal
Formu/a 1
Save a game using these names, then
start a quick race and abandon it. The
effect should then work.
17. speedy Enables the bonus track
18. muzfrank Changes in-game voices
19. ashcakes Lava mode
NHL 97
Press Shift and type WAGD
to enable cheats
20. h
21. V
22. p
23. g
24.0
25.1
26. f
27. t
28. Sbilt-t
29.1
30.2
31.4
32.5
NHL98_
Home team scores a goal
Visiting teams scores a goal
Ends period
Ends game
Goes into overtime
Causes an Injury
Causes a fight
Shrinks players
Enlarges shrunken players
Two-minute penalty Is called
Four-minute penalty Is called
Five-minute penalty is called
Penalty shot
Type in these codes while playing.
33. mantis Gives players elongated arms,
legs, and necks
Makes players kidsize
Gives home team a goal
Gives away team a goal
Causes a penalty
Causes an Injury
34. nhihids
35. homegoal
36. awaygoal
37. penalty
38. iniury
39. zamho Puts the zamboni on the Ice
40. victory Starts fireworks over the rink
41 . flash Camera flashes from the stands
42. spots Turns on pregame spotlights
43. check Every player automatically
body-checks an opposing
player to the ice upon contact.
44. grab Similar to CHECK but with
a stick hold instead of a check
45. eaeao Gives you the EA Blades team
MARCH 1998
ccw
Diomond Monster 3D
Hercules Stingray 128
Malrox Mystique 220
Matrox Millenium II
EOS
Creative Labs Graphics Blaster
7a.a
ATI has the winning cards. Witness the
industry's most recent awards from PC
Magazine, PC World, PC/Computing and
Boot, and ATI's partnership with the top
ten OEMs. ATI's ace is our award-winning
XPERT products available in both PCI or AGP Gamers go
berserk over XPERT@Play!5 3D features and performance,
TV-out and video playback. Not to be outdone.
XPERT@Work delivers maximum levels of business
productivity with Industry leading 2D, 3D and video
acceleration. And don't forget to add on ATI-TV ATIls
TV tuner card. Everyone loves a winner - and that's ATI.
ATI is setting the new standard In 2D and 3D
performance. Now ATI is even faster with the latest
ATI RAGE PRO drivers. Check out our website at
www.atitech.com/cgw
for information about j
ATIS most recent awards. ! jRftTwaS""-* -
I? TH r
POWERED BV
3D Performance Comparison - ZD 3D Winbench98
ftiliilnliitilliiliiliiliililiiliir
TmePlayS?
At the main screen, hit Ctrl>F1 . This
gives you a box in which to enter cheats.
56. horny elk leer Maximum range
radar
57. o’sarge Gives the training
mission sergeant an Irish accent
58. redtop trod Play any mission
59. rotted drop Press Ctrl-f for
heavy damage
60. brass clue Press Ctrl-z for full
ammunition
61. had a nude on Press Ctrl-i
for invincibility
62. half libel Press Ctrl-b to teieport
63. oh no! less japan Press Ctrl-x
for Ion Strike
To play in the alternate stadiums, go to
the Stadium Select screen and press the
arrow keys (r = right, I = left, u = up,
d = down) in the following sequences:
46. r, I, u, I, d, r, 1 Mystery Stadium
47. u, d, r, u, d, 1, u Cornfield
48. To hit a monster home run, hold down
the 1, 2, and 7 number keys while swinging,
Triple Play 98
49. 1 21 2- Glrl Lets you play as the
Electronic Arts Dream Team
50. 1212- Clrl 21 Gives you access to
three new stadiums: The Cornfield,
Ebbets Field, and the Polo Grounds
51. 1212- Shilt-Clrl EA Dream Team
plays in their underwear
F/AW Korea
64. To take the tactical nuclear bombs
SIMULATION/SPACE
Advanced TacticalMhters
52. At the main screen, press Ail'Shift-CIrl
on the right side of the keyboard. This will
make every plane available to you.
along on any mission, first set each pylon
to read Empty. Then click the right of the
Empty row until a red X appears. Now you’ll
be able to mount two nukes on your wing
pylons.
MecliWarrior 2: Mercenaries
ComancheJ
During flight press R, then type the
fallowing commands and hit Enter:
53. catO Existing damage disappears (only
works with nonfatal attacks)
54. ipig Weapon loading becomes faster
55. ralz Become invisible for 30 seconds
Hold down Ctri'All-Shift while typing
these codes:
65. superfunkicalifragisexy Invulnerability
66. iseenllreandiseenrain Toggles
unlimited ammo
67. ooohhhillaaalllaaa Toggles
heat-tracking
68. itsdabOQomb Nukes targeted Mech
69. inmybeautifulbalioon Instantly adds
jumpjets to your Mech
70. redjackandlikrules Destroys
targeted Mech
71 . Ilkethecomstarbaby Successfully
completes mission
72. ontimeeverylime Toggles time
compression
73. crazysexycoQ] Toggles infinite
jumpjets
74. heholdmyglory Free-eye mode
75. antijolt Toggles time expansion
76. fiashyflashy Toggles autogrouping
Privateer 2: The Darkening
Use Alt'N to enter the navigations display
during ship flight. 1Vpe I for find and then
enter the following codes:
77. rep me up
Repairs ship armor and
shields to 100 percent
Refilled afterburner fuel
Reduces laser
temperature to 0
Get infinite nukes
Invincibility
The cheat codes last until you land at a
station or planet.
78. pety pety
79. chili out
86. napalm
81.no talent
STRATEGY
Ageofimpires
Type these into the chat dialogue:
82. diediedie All units die
83. resign You resign
84. reveal map Reveals the whole map
85. pepperonl pizza Gives 1000 food
86. coinage Gives 1000 gold
87. Woodstock Gives 1000 wood
88. quarry Gives 1000 stone
f AGE OF EMPIRES What Strange mounts hath
the Shang unleased upon the Emperor's forces?
OEATH-OEFYIMG JUMPS
1^^
Hi
9
Heroes of Might & Magic It ^
Using the following codes will brand
you a cheater after you win.
125. 911 Instantly win current scenarl
126.1313 Instantly lose current scenarl
127. 32167 Gives the selected her
live black dragon
128. 8675309 Reveals the entire maf
129. To access the debug mehu, ad
INWC to your Heroes II command line
The llnal program command shoul
read ‘Heroes2W.exe INWC
Imperium Gal
While in the gam
type karoly— this
codes.
130. C A
131. V
Master of Bril
Battle at Anti
During play, hold
typing these codt
132. canbonlyl
aclica
i, hold down Shift and
will activate the cheat
II colonies and inventions
3ives you 100,000 credits
w II:
ires
down the All key while
is:
Computer players unite
against you
89. no fog Removes the Fog of War
go.harikari Commit suicide
91 . medusa Viilagers become medusas
(when medusas die. they become
black riders; when black riders die,
they become heavy catapults)
92. photon man Gives you futuristic soldier
93. gala Allows you to control animals
94. flying dutchman Changes your
juggernauts into flying dutchmen,
allowing them to fly over land
95. steroids Gives all units and all upgrades
96. home run You win scenario
97. kill# Defeats the player at
starting position tf
98. bigdaddy Gives you a guy in a
car with a rocket launcher
Birthright:
The Gorgon's Alliance
During play, hit F3 and enter the fallowing
codes:
99. synoash Gives you 500 gold bars
100. synadv To play any adventure
w BLOOD AND MAGIC New creatures are a cheat
I away, but the computer gets one, too.
Blooil and Magic
Hold down Alt while typing these codes.
Any creatures you create will be given to
the computer as well.
101. log?whatlog?
Shows entire map
102. boost
Maximum mana
103. elminster
All research options
104. shadow
Wraith
105. body guard
Guardian
106. smog
Wyrm
107. yogi
Ranger
100. concrete
Stone golem
109. acolyte
Basal golem
110. lather
Cleric
111. wolverine
Druid
112. lalal altractlon
Fury
113. Hying monkeys
Gargoyle
114. raise dead
Ghoul
115. alasha
Gnome
116. merv
Griffin
117. needs food badly
Warrior
110. merlin
Wizard
110. dead flesh
Zombie
120. mlcrosqulsh
Juggernaut
These three work only on the Harvest of
Horrors levels when you play as Redfang
the Reaper:
121. mother in law Harpy
122. gremlin Enchanter
123. jareth Goblin
Dungeon Keeper
124. During gameplay, press the Enter key
on the numeric keypad for a cheat menu.
133. crunch Type at individual planet
screen to finish current building project
1 34. elnstein All technologies
135. iseeall Shows all planets and players
136. menio Finishes researching
current technology
137. moola Gives you 1000 BC
MASTER OF ORION II A little help from Einstein
can put you at the top of the technology tree.
ccw
MARCH 1998
what is sin?
■‘'ou’ue made a
religion out of the
security) protection
industry,, and non,
VoiiVeyoinytomol!,.
sincJaire
when this twisted
bio-chernist plans to
overtake the world
with her army of
^eneticully-en^i neered
mutants, ‘rsthiMjig,
J^^are Colonel
1^1^ Blcicfe.
W hen thef^o of
sinxEK industries
begins injecting the
streets of rrceport with
a iDNA-aiterin^ clru^, it’s
time to reassess the laws
of moralitu..
AdiVilioN
ritual
Your iirsenal includes
laser-sighting sniper rifles,
remole-control detonation
devices and extreme
weapons so powerful they
you apart.
Blast your way through
complex levels of unholy
terror as you investigate the
secret source of the crime
epidemic plaguing the city.
HT |) E ll-I NTE 11 A CTI V E
swim, and even
.drive through six distinct
worlds enriched with beau-
tiful graphic detail and a
rich interwoven story line.
NEVEK-BEfOItE-SEEN
WEAPONS
into some of the most
intense DeathMatch levels
ever created as you
annihilate others over
modem, LAN and seamless
Internet play.
COMlNg spiUNCj 1998
WINDOWS' 95 /NT CD-ROM
vuww.ucti vision, corn
WWW. ritual. corn
GO TO #231 @ WWW, computergaming, com/infolink
138. maxammo Full load of ammo
139. maxsurvey Reveals all resources
UQ. maxspy Reveals all eriemles
141. maxsuper Allows chosen unit to be
upgraded to level 30
142. maxstorage Fills raw material units’
cargo completely
Myth: The Fallen Lords
143. Hold the spacebar down while
selecting the “New Game” option to
select any mission.
NelStorm
During play, type this into the chat
dialogue:
144. .cheatorama 8675309 This will allow
you to play any mission from the campaign
and gives you a cheat menu for getting
10,000 Storm Power.
Settlers 2
Type THUNDER to enable these codes In
gameplay:
145. Alt'FT View the whole map
146. Alt-1 through Alt-7 Sets game speed
Total Annihilation
These codes work only in multiplayer or
skirmish modes. Access the message box
and then enter the codes.
147. +atm 1,000 Metal and Energy
148. + contour# Shows 3D contour mesh
111-5 (use a number in
the code instead of H)
149. + dither Dithering instead of
line-of-sight
150. + doubleshot Twice the damage
of all weapons
1 51 . + nowisee Full map and
disables line-of-sight
1 52. + radar 100 percent radar coverage
War Wind
Hit Enter and type in the loliowing cheats:
153. igoiden boy Gives money
154. Ilhe great pumpkin Win campaign
155. like sun also rises Shows everything
155. !l am Ihe bishop ot battle Win mission
157. ishow me Ihe wav Map coordinates
158. ion a mission Irom gawd Workers
build faster
159. ioh come all ye laithlul
Workers produce Fast-Inns faster
X-Com: Anacalynse
There are two cheat activators,
one for the cityscape and one for
the tactical screen. To access
either of them, hold down Alt at
the main interface and type ufo
cheat for the cityscape and tac
cheat for the tactical screen. You
should get a confirmation that
the cheat mode has been
activated. In all cases, Alt-Esc
cancels cheat mode.
Cityscape codes
160. Alt-numpad + Get one more of
all equipment
161. Alt-a
Autosave on/off
162. Alt-b
Force base mission
183. Alt-c
Force UFOs to crash
164. Alt-d
Dimension map cheat on/off
165. AIM
Build base facilities
cheat on/off
166. Alt-g
Test alien dimension
167. Alt-m
Get $100,000
168. Alt-n
Show number of
aliens in buildings
169. Alt-p
Finish project instantly on/off
170. Alt-q
Allow all manufacture on/off
171. All-r
Allow all research on/off
172. Alt-s
Force overspawn
173. Alt-t
Force apocalypse
terror mission
174. Alt-v
View ufopaedia onloff
175. All-x
Get one of each vehicle
176. Alt-z
Show all people
tube connections
Tactical codes
177. Alt-t
Training mode on/off
178. Alt-h
Kill all hostile units
179. All-W
Weightlessness on/off
180. Alii
Invincibility on/off
181. Alth
Hidden terrain on/off
182. Alt V
Hidden units on/off
w MYTH Can’t get past a particularly tough mission? Then just
I cheat your way to the next one.
ccw
MARCH 1998
ACTION
Abe's OMiisee
From the main screen, hold down Shift
and type in the following codes using the
arrow keys (u = up, d = down, I = left,
r = right):
183. u I r I r I r d l/ieiv all movie scenes
184. d r I r I r I u Select any level
Camageddott
At the screen In which you select the map,
vehicle, or start the race, type enable to
enable the cheat mode— which will also
give you access to all tracks and vehicles.
During gameplay, press F4 to cycle through
the modes until CHEAT MODE appears. Then
the following cheats will become available:
221. CfrI'Keypad 1 Toggle fly mode
For the above code, use normal
movement keys. Keypad 5 places you on
the ground (still flying). Keypad 9 and
Keypad 6 change the car’s pitch.
Press t; tlien type these codes:
185. bunz All weapons (dual)
and ammo
186. capinmyass God mode
187. Clarice lOOhealIh
188. edmark Hurt yourself
189. eva gain Toggle clipping mode
198. luitky shoes Jumping boots
191. goonles Shows the entire map
192. griswold Full armor
222. 0
Bonus
223. 1
Mega Bonus
224. 2
Pedestrians glued to ground
225. 3
Giant pedestrians
226. 4
Explosive pedestrians
227. 5
Hot rod
228. 6
Turbo pedestrians
229. 7
Invulnerability
230. 8
Free repairs
231. 9
Instant repairs
232. Shift-O
Timer frozen
233. ShitM
Underwater ability
234. Shift-2
Time bonus
235. Shift-3
Body work trashed
236. Shm-4
Blow yourself up
237. Shift-5
Frozen opponents
w CARMAGEODON This game has more cheats
I than you can throw a bulldozer at.
238. Shift-6
Frozen cops
239. Shift-7
Turbo opponents
240. Shift-8
Turbo cops
241. Shifl-9
Gravity goes strange
242. Alt-0
Pinball mode
243. AIM
Wall climber
244. All-2
Bouncey-Bouncey
245. Ait-3
Jelly suspension
246. Alt-4 Pedestrians shown on map
247. Alt-5 Pedestrian extro-bastard ray
248. Ait-6
Greased tires
249. AIM
ACME damage magnifier
250. Shift-AiI-2
Instant handbrake
251. Shift-Alt-4
Turbo
252. Shift-Ait-5
Mega-Turbo
253. Shift-Alt-6
Blind pedestrians
254. Shift-All-7
Pedestrian respawn
255. Shift-Alt-8
5 free recovery vouchers
256. Shift-Alt-g
Solid granite car
257. Gtrl-0
Rock springs
258. Clrl-1
Drugs
259. Clrl-2
Grip-o-matic tires
260. Ctrl-3
Pedestrian harvest
MARCH 199B
ccw
"The tightly integrated mix of comhat
storytelling and puzzling keeps the pace
brisk and lively, and it’ll keep you coming
back for more."
- PC Gamer (Rating 90/i) jQe.
"Interplay set out to create a 'real' RPG for the PC, and it’s
more than succeeded."
I - GamePro (Rating 4.75 out of 5)
j[: "Fallout is one of the finest games published this
year, and is sure to be a serious contender for
numerous Game-Of-The-Year awards."
- Online Gaming Review (Rating 9.5 out of 10)
@1997 Interplay Producllona. All rights reserved. Fallout and Interplay are trademarks of Interplay
X Productions. All rights reserved. Wlndowsess Is a registered trademark of Microsoft Co^ralion.
iVictC Wu ESRB All rights reserved. All other trademarks and copyrights are properties of their respective owners.
GO TO #166 @ www,comoutereamine.com/(nfolinh
"It’s a game that clearly was a labor of love. . .with humor, style, and brains to
spare, and with a wonderfully refreshing emphasis on character development and
decision making."
- Computer Gaming World (Rating 4-1/2 out of 5)
■
"In an age where many are predicting the death of traditional RPGs
at the hands of multiplayer extravaganzas. Fallout is a glowing
example of the genre, one which positively radiates quality."
- strategy Plus (Rating 4-1/2 out of 5)
Dark Forces: Jetii Knight
Press t to access the chat dialogue then
type on to enable the cheats.
For the toggle cheats, 1 is on and 0 is off
261. 5858lvr
262. bactame
263. deeznuts
264. eriamjh
265. imayoda
266. jediwannabe :
267. raccoonking
268 . reds
269. sithlord
270. slowmo//
271. thereisnotry
272. wamprat
273. whlleflagi^
274. yodaiammies
All map
Full health
Level skip
Fly mode
Light master
^ Toggles God mode
All Force powers
All weapons
Dark Master
Toggles slow motion
End level
All items
Toggles Ai
Gain Mana
Hellbender
286. totlpwr
100 percent energy
287. urdead^
Gives you weapon H
288. maxmeup
100 percent hull
289. impumpd
Gives you all
weapons
290. auntem#
Warp to level H
291. imstuck
Skips
current mission
[► HEXEN n What action game would be complete without a god mode for
I showing off in front of your friends?
Nexen t/
Type in these
codes at the game
console (accessed
by pressing ~ ):
292.
god
God mode
293.
give h H
Gives # amount of health
294.
impulse 9
All weapons and mana
295.
impulse 14
Sheep
296.
impulse 23
Torch
297.
impulse 25
Tome of power
298.
impulse 39
Fly
299.
impulse 40
Gain a level
300.
impulse 43
All weapons/mana items
301.
Impulse 44
Throw item
302.
impulse 99
Restart game
303.
nocllp
Turns off clipping
304.
playerclass
# Changes your class
(where H is 1-4)
305.
name#
Changes your name
to whatever # is
306.
skill #
Changes your skill level
(where H is 0-3)
307.
notarget Enemies don't recognize you
getdown. Now all the other cars will
attack you. After you’ve been destroyed,
you proceed to the next mission.
Magic Carpet 2
Press i then type windy. Then enter the
following codes.
314.
Alt-FI
All spells
315.
Alt-F2
More mana
316.
Alt'F3
Destroys all players
317.
Alt'F4
Destroys all castles
318.
Alt-F5
Destroys all balloons
319.
Alt'F6
Heal
320.
Alt-F7
Kill all creatures
321.
Alt'FS
More experience points
322.
Alt-F9
Free spelt usage on/off
323.
Alt-FI 0
Invulnerability on/off
324.
Shiit-D
Complete current objective
325.
Shift-C
Complete level
► JEDI KNIGHT In the Baron’s Head level, you'll
I find a familiar crazed bunny named Max.
Destruction Derby 2
Go to stock cars, championship mode,
and enter your name as one of the
following:
275. MACSrPOO /Iccess fo all tracks,
stock cars, and wrecking racing
276. ToNyPaRk For full-motion-video
277. CREDITZ For animated credits
Extreme Assauit
Type oh dear at the main menu to enable
Hyperbiade
308. mdmksb Increases attack ability
and makes you more
MDK
Go to the help screen with FI . Then type in
these codes. Use Enter or Esc to continue
these codes:
immune to opponent attacks playing. Because of many different versions
278.
AIM
Full ammo
279.
Alt-2
Upgrades current weapon
280.
Alt-3
Full energy
281.
Alt-4
Invulnerability
282.
Alt-6
Completes mission
283.
Alt-7
Deactivates enemies
284.
Alt-8
Helicopter mode
285.
Alt-9
Tank mode
309. potato Decreases character size
310. shuin Enables a hidden team
311. gorilla Gorilla characters
312. spicybralns Upside-down characters
Interstate 76
313. This works only in TRIP missions.
Hold down Ctrl and Shift while typing
of MDK, not all of the codes may work.
326.
biggrenade Homing striper grenade
327.
iiealme
Full health
328.
iliketololi
Mortar
329.
ineedabiggun
Gatt
330.
kill
Suicide
331.
makemelull
Health
332.
Iwlslandsliout
Twist
MARCH 1998
ccw
From tH^sreatprs of the award-iwiTmingvda|sic M 1 ,T^ Platoon
comes the most realistic arfhored land combat OTSDtmmfanywhere
in the world. A/ll Tank Platoon 11.
• Everything here is hyper-real. The detailed cockpits, the thennal view,
the trees, the forests and even the helicopters that inteliigently hide
behind hills, in fact, it’s as dose as you can get to 70 different ground
and air vehicles and their weapons systems without being classified.
• You’re in complete conPol of four A/11A2 Abrams tanks in both the
gunner and commander positions. Test your prowess in first-hand
comb, at or cotnjnand fonnations by issuing battle orders and setting
waypoints from tlie map view.
• Command platoons itr dynamic campaigns set in Iraq, North
I .’Africa, the Russian Far East and Central Europe. Every mission is
random and dictated by your strategic mastery from previous
missions. Tire good news is as platoons expenence tough combat.
« / : , , they’ll , serve you better.
• Faceoff against the enemy as you and your fellow tarrk commanders
S' engage in a multiplayer battle that will blow you away.
www.microprose.com
GO TO #191 @ vrtvw.coftipiJtergaming.com/infolink
Hit Enter*! during gameplay and then type
in the following codes:
333. excalibur
Get all weapons
334. smallrochs
Unlimited ammo
335. tabbll
Full shields
330. igotbetter
Full health
337. gimmesomesugarbaby Full gear and
weapons
330. swallow Refuel your gas tank
330. hnight
God mode
340. camelot
End the level
341. runaway Fire all weapons at once
342. shrubbery
Get powerups
343. anlioch
Kill all enemies
344. unladenswallow
Unlimited fuel
Reed for Sneed R
Type in these codes at any menu screen:
345. armylruch
Army Truck
345. bmw
BMW
347. bus
Yellow school bus
348. commanche Commanche pickup truck
349. drive29 Monolithic Studios bus
350. drlve30
Limousine
351. drlve31
Citroen 2CV
352. drlve3e
Cart
353. drlve37
Outhouse
354. drIveSO
T-Rex
355. drIveSO
Wagon
356. drl«e40
Souvenir stand 1
357. drlve41
Souvenir stand 2
350. drive42
Souvenir stand 3
359. drise43
Log
360. drlve44
Wooden crate
361. drlve45
Monorail
362. drlve46
Hover Police
363. driee47
UFO
4
NEED FOR SPEED II When they said, “Drive a
I dinosaur,” they didn’t mean your 76 T-bird.
364. drlve43
Sewage truck
365. drlve49
Snowy wooden box
366. drive50
Snowy wooden box 2
367. bollywood
Bonus track
360. jeepyj
Jeep YJ
369. landcrulser
Toyota Landcrulser
370. mercedes
Mercedes
371. mlala
Mazda Miata
372. pioneer Makes all secret cars faster
373. quatlro
Audi Quattro
374. redracer
Ford Indigo
375. semi
Big truck without trailer
376. Slip Enables super slip ’n’ slide mode
377. snowtruck
Snow truck
370. vanagon
VW Combi
379. volvo
Volvo station wagon
300. vwbug
VW Beetle
381. vwib
VW Fastback
382. Hold down n while the track is loading
to race at night
Outlaws
303. olairhead
Fly mode (use jump and
crouch to move up and down)
394. olappear
Makes boss appear
305. Plash
Unlimited ammo
306. olhounce
Superjump mode
307. oiGds
Full map
380. olelher
Invisibility
309. ollps
Displays frame rate
390. oigps
Displays coordinates
391. olgusher
Unlimited oil
392. ollmyella
God mode
393. oljackpot
Adds inventory
394. olpostai All weapons and full ammo
395. Qlredlite
Freeze enemies
390. olscore
Skip level
397. olscreening
Shows cut-scenes
390. olstinnel
Gatling gun
399. ollombslone
Suicide
400. olwimpy
Autoreload
401. olyahoo
Bronze badge
482. olzip
Teleport
Jump to level codes
4)03. Qlhldeaul
404. oltown
405. oltrain
400. olcanyon
407. olnillls
400. olslmms
400. olmlner
410. olcllfl
411. oirancli
Perfect Weaeoii
Enter these on the password screen to
warp to that particular moon:
412. DBDBBABA
413. ADDCAADC
414. ACBABBCC
415. ADDDCAGC
416. DDBDBBCA
Enter this code during gameplay
for God mode:
417. gmgodm
Pmerslave
410. lobocop
All weapons
419. lobodelty
God mode
420. Ipboswag
All items
421. lobopick
All keys
422. lobosphere
Entire map
423. lobollte
Removes flash from
explosion and gunfire
424. loboxy
Displays coordinates
425. holly Gives a space at the top of the
screen to enter the following codes:
426. level H Jumps to level numbered H
427. doors
Opens all doors and
activates all traps
420. creature 4
Places any one of the
following creatures at your location
(where If is 0-11)
429. 0
Anubis
430. 1
Spider
431. 2
Mummy
432. 3
Piranha
433. 4
Basset
434. 5
Magmantis
435. 6
Am-Nit
436. 7
Set
437. 8
Kilmatikhan
438. 9
Alien Worker
439. 10
Alien Worker
440. 11
Omen Wasp
Redneck Rampage
441. rdelvis God mode
442. rdall Gives all items and full health
443. rdclip Lets you walk through things
444. rddebug Toggles debug mode
445. rdluckngo#?? Takes you to episode If
and map ??
446. rdguns Gives all weapons
447. rdinventory Gives all inventory items
448. rditems Gives all items
449. rdkeys Gives all keys
Ice
Garden
Forest
Desert
Proteus
ccw
MARCH 1998
The Dfricial Guide to
J. Michaei Straczynski's Babylon 5
BONUS! Includes an enhanced "Best
of Babylon 5" music CI> by
Christopher Franke!
ANNONS
V/'^D/S
e: support
SUPPORT
: SYS 3
ACTOR. S
photosi sound and video clips Available kMUeamaB
- from the inner workings of Nou ! It
the space station to the [^ 3 ^ PC ji
outer reaches of the galaxy. See your y „ ^B|
You''ll learn so much about software *
retailer : * *
the ships-i weaponsi inhabi-
or call
tants and history of "Babylon i-flog- *
S"n that you''Il be ready to 757-77D7.
sign on for a tour of duty. wvwv.sierraxom/babylanE
Set course with Captain
John Sheridan-i Ambassador
Delenn and the dwellers of
Babylon S for a tour unlike
any other. Created with J*
Michael Straczynski and
Babylonian Productions! this
interactive reference guide
is loaded with hundreds of
COMPUTER SYS
60 TO #372 @ www.compulergamtng.com/inf6link
C ™ designate trademarks of
BABfLO.N S"' and w Uarne
UA “iaOO?.. - a
ghts reserved
M SONIC
M iiwnRFS
iHlIliHI SofUAtE!
Long ago, in a time when the lives of men, monsters and
gods were intertwined, seven kingdoms vied for supremacy;
each grew to have its own distinct identity, possessing
unique skills and traditions.Their tools of conquest were
trade, diplomacy, espionage, science and sheer brute force.
By strength, cunning and guile they expanded their
burgeoning empires, fighting against the ravages of nature,
sometimes against rival kingdoms and sometimes against
uprisings from within.
Real-time empire building with seven unique cultures
Multiplayer options via modem, LAN, serial or Internet
Pre-built scenarios and random campaign generator for
unlimited gameplay
Espionage and counter espionage with trade and
diplomatic options
Highly detailed 800 x 600 SVGA graphics
Windows '95 CD-ROM
Visit your local retailer or
call 1-800-789-1543 to order a copy today!
www.imagicgames.com
Seven Kingdonuls a trademaki
irademarks ace (be pn:ipalpi4)
■WiPIWW
f-
y
•ft '
— f
LjSik
i
450. rdmonsters Toggles monsters on & oft
451. rdrale Shows your current framerate
452. sOowman Shows the full map
453. rdshill# Changes your skill level to
level k (1-4)
454. tdunlock Toggles all the locks
455. td«iew Chase plane view
Scorched Planet
456. fatal Loads your ship with full
weapons and ammo
457. allah Invulnerability
Ouahe II
Press the tilde ( - ) key to bring down the
console, then type these codes:
458. god
God mode
459. notarget Enemies won't target you
460. nocllp
No clipping
461 . give all All items and weapons
462. give shells
Shotgun shells
463. give hullets
Bullets
454. give cells
Cells
465. give grenades
Grenades
465. give rochets
Rockets
467. give slugs
Slugs
468. give invulnerability
Temporary
invulnerability
Shadow Warrior
Press t to open the chat dialogue to type
in these codes:
469. swchan God mode
470. swghost No clipping mode
471. swgimme Aii inventory items
472. swgreed God mode, all
items and ammo
473. swioc Displays the frame rate
474. swmap Full map on/off
475. swname Change name in multiplayer
476. swquit Quits the game
477. swres Changes the screen resolution
478. swstart Restarts a level
479. swlrek## Jumps to level number ##
480. swlrix Bunny rocket mode
481. winpachinko Win at the Pachinko
machines
SkyNET
To use the following cheats, press AIH
and then type in the code.
482. amold Gives all weapons,
but no ammo
483. slugs Gives you all the ammo
484. superuzl Gives you the superuzi
485. surgery Gives you full health
486. lilbeback Warps to the next level
487. willnotstop Invulnerability
488. garble Turns on/off cheat code garble
489. target Gives you a targeting
box on enemies
490. icantsee Gives you an infrared
targeting scope with zoom
HOTTEST CHEATS
FORHELLFIHE!
We didn 't think 501 cheats were enough
so we went the extra mile to get these
super secret cheats for Diaslo's
expansion, Hellfire.
Create a file called command.txt using
the Windows notepad. In the tile, use
the following words to create the
listed effect. Save the file to the
Hellfire directory.
HARDIEST This enables the partially
completed Bard character. The stats are
there, but it looks the same as the
Rogue. This class allows you to use two
single-handed weapons, and the benefit
will quickly become apparent when you
fight two enemies side by side.
THEOQUEST A little girl appears in the
village. Complete her quest and get a
treasure.
COWDIIEST Here's the big one! This
code removes the farmer and puts in a
wacky cow. The cow gives you a quest,
but only if you're at a high enough
level. When
you get the
bovine
armor, be
sure to wear
it when you
face Na-Krut.
By the time you read this, there should
he a patch that fixes the hugs in Hellfire
and gives you this additional code:
BARBARIAHTEST The Barbarian charac-
ter class! No magic ability, but has high
stats and can wield two-handed
weapons in one hand!
Moto Racer
Enter these at the name input screen and
press Enter.
491 . cdnalsl Gives access to all tracks
492. CBsrever To race all tracks
in reverse mode
493. ctekcop To race all tracks
on "pocket" bikes
Tomb Raider
Hold down the Shift key and take one step
forward, then one step backward.
Release Shift and turn 360 degrees to
your right three times. Then...
494. Jump backward Get all the weapons
495. Jump forward Beat the current level
and go to the next one
Tomb Raider II
496. Repeat the steps for Tomb Raider
except this time, have a flare in your hand.
WipeOutXL
497. rush
498. xclass
499. xteam
500. xtrack
Silly ships
Phantom class
Piranha team
All tracks
^ WIPEOUT XL A keyboard code will get you easy
I access to all the tracks in the game.
Super Special Cheat
CodeforWarCraftZ
Enter this code on the main menu screen
501. game over man
This gives you the full version of
StarCraft. which was really ready for
release when WarCraft 2 came out
(Blizzard was just building up the anticipa-
tion, and the design team for StarCraft
has been in Hawaii the past two years). %
A
ccw
MARCH 199 B
Three neu; ITliB fni»ion$ - from the
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The
Best
& Worst
of 1997
T he announcement is
punctuated with
applause, cheers,
and delighted
screams. A spotlight
swoops past pre-
assigned seats to
crown its target with a
luminous corona. Music
swells into a symphonic
cliche that would make
even Barry Manilow
proud. The winner walks
briskly to the podium
with visions of thanking
God, Mom, and invest-
ment bankers dancing in
his or her head. That’s
how most people think
of awards ceremonies,
and frankly, it’s a lot of
hooey.
Awards legitimate sin-
gular artistic efforts. At
their best, they encour-
age one to try an over-
looked product. At their
worst, they heap extra
hype on commercially
successful products. As
humans, though, we like
awards and await our
chance for recognition.
We can’t resist arguing
the worthiness and
unworthiness of other
people’s choices.
Each year, the editors
of Computer Gaming
World present the BEST
game in each gaming
genre along with the
ONE game that tran-
scends its genre and
opens up new worlds
and experiences to
gamers of other styles.
This year, we’re also
presenting the WORST
gaming experiences from
1997. And the best part
is, you don’t have to sit
through long dance num-
bers and ill-prepared
acceptance speeches to
find out who won! And
the winners are...
GAIVIE OF THE YEii
JedI
I n a secret ballot vote, the CGW Editorial
Staff voted almost unanimously (except for
one Gettysburg fan) to give the 1998 Premier
Award for Game of the Year to LucasArts’ Jedi
Knight, designed by Justin Chin. This award is
given to the game that tran-
scends all genres, presents innov-
ative design ideas, and offers a
thoroughly rewarding gaming
experience— requirements that
Jedi Knight wholeheartedly fulfills.
Jedi Knight introduced a host of
new design concepts into the
first-person action genre, helping
to elevate it above the other 3D
shooters In the market. The two
chief elements that set Jedi
Knight apart are its Integrated plot and its character development. It was the first action
game to tightly integrate the story into the gameplay, with cut-scenes that flowed straight
into in-game action and multiple-objective-based levels that fit into the story. There have
been other attempts to meld story and gameplay together
in action games, but none ever approached Jedi’s level.
The character development in Jedi Knight also vaulted it
ahead of the pack and heyond just the sights of action
gamers. How many of us have wanted the chance to learn
the Force or join the Dark Side? You can do both in Jedi,
and you can do so on an immersive level that actually
makes you care about your character’s choices. It’s a role-
playing convention that’s done better here than in other
role-playing games.
Besides the plot and character development, Jedi offered a host of other features that
cemented its place as 1997 Game of the Year. Take, for example, the amazing level design
and clever puzzles, the hair-raising lightsaber duels with the Dark Jedi, the almost cine-
matic way in which the game set up those duels of good versus evil, and the immersion in
the Star lYars universe. The graph-
ics were good, multiplayer was fun,
and the music (of course) was
first-rate.
While Quake II delivers a more
visceral adrenaline rush, Jedi Knight
offers a much richer single-player
experience. As did Diablo the year
before, Jedi rose above the crowd
in appealing to gamers across all
genres. The Force was definitely
with LucasArts when they made
>1 Knight, Dark Forces 11.
Quake II
A ction games were in a pivotal evolutionary
phase this year. There weren’t as many
quality titles to play, but what good
games did exist were head-and-shoulders above
last year’s best. The action genre has never
lacked for excellent multiplay, but solo action has
suffered egregiously of late, This was the year to
fix that nagging disability, and our nominees pro-
vided incredible solo experiences in addition to
their great multiplay. Of these nominees, the
award goes to Quake II. Why? Because this is an
action award, and for pure adrenaline-pumping,
visceral, instantly gratifying action. Quake II is
the hands-down winner. No game gave us the
rush that Quake II did. It
even had a good single-
player component, with
unit-based levels, multi-
level missions, and little
extras (such as radio
chatter) to deepen the
immersion.
Interstate
'76 was
more stylish
and original,
but it suf-
fered a lack
of good 3D support and an irritating save fea-
ture, If both of those problems had been
addressed, you might be looking at a differ-
ent awards ceremony. G-Police was the most
beautiful of all these games, but its lack of
multiplay hobbled its chances for an award.
As for Jedi, we think it is a better overall
game than Quake II, especially in its
story-telling, drama, and immersion.
That's why it, and not Quake II, is our
Game of the Year. But when we asked
ourselves which action game delivered
the purest rush for hard-core action
gamers, we came back to Quake II.
ADVEISiTURE
GAME YEAR
OTHER ADVENTURE FINALISTS:
Blade Runner Westwood
Of Monkey Island
I t turned out to be a surprisingly good year for
adventure games. While everybody (including
CGW) was busy bemoaning the sad state of the
genre, by year’s end, we had more nominees
than we could have imagined.
There is one adventure game,
howevei; that clearly stood out as
an unqualified triumph:
LucasArts’ The Curse of
Monkey Island, the long-await-
ed third installment in the
ongoing story of doofus pirate
Guybrush Threepwood. Like all
the great LucasArts adventures.
; The Last Express Red Orb
:! Twinsen's Odyssey Activision
n Zorh Grand Inquisitor Activision
The Curse of Monkey Island is an animated, 2D comic
romp that combines challenging, inventory-based puz-
zle solving with unabashedly goofy cartoon humor
Simply everything is done right in this game; lush
graphics, outstanding voice-acting, strong storyline,
clever puzzles, and, best of all, a script with more big
laughs in it than just about anything at the movies
these days. It is, easily, the most entertaining adven-
ture in years, and is our hands-down winner
Our other nominees are also quite good.
Westwood’s Blade Runner is a remarkable-looking,
faithful adaptation of the classic sci-fi film. Red Orb’s
The Last Express, the year’s best mystery, is
stylish and intriguing period piece set on
the eve of WWI, Activision’s Twinsen's
Odyssey is a charming 3D action/adventure
hybrid. And Activision’s Zork Grand
Inquistdr is a wonderful return to form, with
Curse
OTHER SPORTS FINALISTS:
Links LS 98 Access SolKvare
NHL 98 Electronic Arts
NBA Live 98 Electronic Arts
MARCH 1996
PREmiER AlAfRRDS
■■
Role-Play in a
GAME OF THE YEAR
-|99S
-I
W ell, this is an easy one. The Role-Playing Game of the
Year is Fallout, Interplay’s masterful postapocalyptic epic,
which is so good that we didn’t even bother to nominate
any other games. And though it had no serious competition, it’s
safe to say that Fauout would have won this award no matter how
many oUier nominees there were, because this is quite simply the
best RPG to hit the PC in years.
Dubbed the '‘spiritual successor" (as
opposed to sequel) to the seminal RPG
Wasteland, Fallout places you 200 years
in the future, where you must cope with a
nightmarish post-holocaust worid of radia-
tion, giant scorpions, badass mutant zom-
bies, and more.
There’s a iot to praise— the stylish,
kitschy art design; the challenging quests;
the intelligent dialogue— but what puts this
game owr is its deep commitment to char-
acter development, in which your decisions
and actions seriously affect the outcome of
the game. Rmiout is an obvious labor of
love from a team that really knows RPGs,
and their enthusiasm permeates every
Baseball Magul
M icrosoft continued to redeem its
name with gamers with CAFfT
Precision Racing, a high-octane,
surprisingly well-done racing simulation. With state-of-the-art
graphics, Internet play, and incredibly deep options
that scale the game from novice play through
hard-core realism, CART offers the spiff!-
est high-tech sports thrills of the year
Our other nominees were also
great. NHL 98 and NBA Live 98 were
the latest and best entries in EA’s
awesome action-oriented franchises,
while Links LS 98
made the world s
best golf simulation
even better.
aspect of the game, dcrwn to the load screens and awesome manual.
The other role-playing games released this year-BETRAVAL in
Aniara, Lands of Lore: Guardians of Destiny, Skadcms Over Riva-
each had its moments, but each had huge problems as well, and
certainly none came close
to the vision, inspiration.
Jiuy B«ynes
PITCHER
Saitiaore Orioles
Age: 24
Career : 2 years
Salary: $150,000
Contract Ends: 2001
W hile the real world was full of boxers
biting ears and hoopsters choking
coaches, the PC sports world was a
much saner place to be in 1997. A number of L '"'i
great new games came out, but two really
caught our eye. With no real way to compare ".TZIZH' ,
them, we are honoring them both as Sports Games of the Year.
Baseball Mogul is about as humble as games get, but it was
more original than any sports title this yeai; putting you in charge
of a ball club and challenging you to do what all owners want to
do most: Make money. The focus was not on action, but on the
strategy, intrigue, and back-room politics that form much of the
drama of professional sports. It isn’t for everyone, but for armchair
coaches and fantasy
freaks, it s the
year’s sleeper hit
CART Racing
iifur
[i OTHER SIM FinALISTS:
F-22 flDF Digital Image Design
Longbow 2
F or the second year in a row, Origin’s
Skunkworks team walks away with a Premier
Award for a game based on the AH-64D
Longbow. Longbow 2, the sequel to last year's winner
maintains all the elements that made Longbow special,
including authentic flight models, realistic instrumenta-
tion. and widely adjustable skill levels that make the
game accessible to begin-
ners and combat aviation
fanabcs alike.
Building on that solid
foundation, the team added
a dynamic battlefield that
ensures you’ll never repeat
the same mission twice.
There’s more action on the
ground and in the air, and
the addition of two new heli-
copters to fly brings new tactics into play. The game looks great on
most systems, and is absolutely dazzling on PCs with 3Dfx Voodoo
graphics cards. On top of all that, cooperative and combative multi-
player modes let players share the duties of piloting the chopper and
handling its weapons. Authentic, exciting, immersive, and
graphically dazzling, this is a sim that transcends its genre.
DID’s F-22 Air Dominance Fighter, the follow-up to 1995
Premier Award-winner EF2000, featured dazzling graphics,
great flight modeling, and immer-
sive missions, which made this
game not only authentic, but fun as
well. Had it not omitted a mission
editor, it might have edged out Longbow 2.
Flight Unumited 2, the first aviation sim to
tmly capture the environment of real civilian
flying, deserves a nod as well.
Wing Commandep Ppophscy
F ace it: Only the most starry-eyed gamers could possibly consider
this year a great one for space sims. 10th Planet never shipped,
and Starfleet Academy should have shipped a year earlier The
Euro-hit I-War would surely be a contender: but it won’t ship in the U.S. until late spring.
So it was left to Origin/EA to not just salvage a tired genre, but reinvent it in the process. Not
only would Wing Commander Prophecy have won Best Space Sim in any recent year it was also
one of the few serious contenders to Jedi Knight as this year’s overall Game of the Year. Prophecy
sports tremendous graphics that look great rendered merely via software. With 3Dfx support,
you’ll hardly believe your eyes, as the in-flight action looks better than the cut-scenes in most
other games.
Prophecy is more than mere eye-candy, The gameplay, featuring a new, creepy
alien race, is easily the most engrossing since Wing II— the missions were designed
before the movie, and it shows. Even the full-motion video segments actually
enhance, rather than detract from, the flow of the game, because what you see is
dependent on how well you perform in the mission: Prophecy has multiple levels
of victory or defeat, another departure from previous Wing Commanders.
Yes, Prophecy pushes your hardware (nothing new for Wing Commander), but it’s
also as close to Babylon 5 as we’re likely to get on a PC anytime soon. For the
detractors upset about the removal of promised multiplayer options, well, we’ll take a
compelling story, good characters, and classic Wing Commander wrist-wracking action
over the empty single-player experience of X-Wing vs. TIE Fighter any d^.
iiSiVJ
_rij
ccw
MARCH 1996
IN 1983,
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OTHER WARGAME FiniALISTS:
Achlungl Spitfire Avalon Hill
Ctose Combal 2: A Bridge Too Far Microsoft
Hapoteon in Russia TalonSoft
Panzer Generat ft ssi
OTHER STRATEGY FINALISTS:
Age of Empires EnsemblelMIcrosoft f
Tolat Annfitilalion CavedogfGT Interactive )
Warlords III SSGfRed Orb >
Dungeon Keeper Bullfrog I
best Bahle of Britain game ever. A Bridge too
Far improved in every way over Atomic's origi-
nai Close Combat, Napoleon in Russia sent the
Bahleground engine out in styie, and Panzer General ii is a ciinic
in how to properly develop a sequel.
^11 of these fine games might have won the award in any other
But 1997 marked the return to form of arguably the best
lesigner ever. Sid Meier's Gettysburg might not be as
painstakingly accurate as TalonSoft’s Bahlegrouno games,
but it delivers a potent Civil War punch. Everything con-
tributes to the period flavor from the strains of martial
music to the panoramic sweep of the formations as they
e toward famous objectives such as Devil’s Den. Not
only do you see the battle unfold as Lee or
Meade might have, you even find yourself lis-
tening for trumpet calls to give a clue con-
cerning enemy maneuvers. The tutorials are
among the best you’ll find in any genre, and
the random maps and multiplayer options
ensure that this is one game that really will
play until Johnny c marching home.
I t was a year of sequels like no other— because the majority of
sequels were surprisingly good. For the first time since the
advent of the original Harpoon, real-time wargames proved that
they were here to stay, comprising exactly half of our finalists.
Achtung! Spitfire, a real-time/turn-based hybrid, was simply the
Sid
Meier
Genysbupg
Myth
T his was a good year for real-time games, even despite the
number of ugly Command & Conquer clones that hit
the shelves. The good real-time games of the year
were more sophisticated, better-looking, and more fun.
Yet, while all the other nominees v^ere evolutionary steps
in gamepiay with the same CSC look, one game that
stood out for its originality was Bungle’s Myth. Total
Annihilation did 3D terrain well, but Myth blew that out of
the water with its undulating hills, exploding craters, and
obtrusive tree tops— this was true 3D terrain that got in your
face. Sure, Age of Empires added more depth to your real-time
building options, but Bungle went an entirely new route by including only tactical gamepiay; there’s no building, just fighting. And to make
sure that the fighting was as sophisticated as possible, formations were added: when combined with terrain considerations, it made for a
deeper tactical wargame than any other real-time strategy title. Warlords III had a good role-playing, fantasy feel, but it couldn’t beat
Myth’s originality or personality. Even Dungeon Keeper lost in that respect (its dated look didn’t help either).
But what sealed Myth's award was its single-player experi-
ence. Bungle created the best single-player strategy game of
the year The carryover of heroes, the voice-overs and NPCs in
actual scenario play, and the great back-story all combined to
create an immersive single-player package that was the most
compelling of all strategy games.
CGW
Pnrr!;5hlp
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CGinr
Puzzle
GAME OF THE YEAR
PREIVIIER n
$1
fi
Smart Games Challenga 2
S mart Games whetted our appetites
with snackettes such as Word
Puzzles and Straiajams, but noth-
ing quite matched the original— until now.
Instead of merely reinventing old puzdes
or adapting classics to the electronic
medium, Challenge 2 offers a few clas-
sics of its own. Our favorite is Polf, a
delightful cross between golf and pool
that requires you to hit balls into golf-
holes, using the most suitable pool-cue
for the job. And then there’s What, a
musical jigsaw puzzle in which you must
reorder snippets of music to
form a well-known arrange-
ment. Aware that Berkeley
Systems had cornered the
trivia market, but nonethe-
less wanting to honor fans’
requests for a trivia collec-
tion, Smart Games also
included Gates of Trivia, thousands of
questions that we guarantee will have
you running for your encyclopedia. Once
again. Smart Games goes for substance
rather than flash. But with brain-shatter-
ing puzzles like these, who needs fluff?
You Don’t Know Jack Movies,
Berkeley’s fourth installment of its hilari-
ous party game, came a close second,
this time aiming its caustic arrow at
movie institutions like LucasRIm and
20th Century Fox. Berkeley also ventured
into cyberspace with Acrophobia, an
online game in which you must
invent the most apt definition for
an acronym in a given
category. And finally,
LjOSe Your Marbles was
the best Tetris clone
we’ve seen since last
year’s winner. Baku Baku.
.J — ts
ms
-
'I*
.......
OTHER PUZZLE FINALISTS
Vau Don't Know Jack Movies Berkeley Systems
Acronhobia Berkeley Systems
Lose Voor Marbles SegaSoft
Canopus Pure 8D
T his year has seen its fair share of
outstanding hardware. We saw the
coming of age of 2D/3D graphics
acceleratoR that now hit on all cylinders,
not trading one for the other. There were
also some impressive strides made on the
audio front, both in and out of the box.
Positional 3D-audio established a beach-
head, and is poised
to make further
inroads in 1998.
Multimedia speakers
have also improved
markedly, with
solid units available
for $100.
Yet ironically,
despite these
advances, this year's award goes to a 3D
graphics board whose chipset is over a
year old, and is the same chipset that gar-
® 4 This year's
award goes to a
3D graphics board
whose chip-set is
over a year old... f f
nered two boards this same award last
year This year, it’s Canopus’ Pure 30,
based on 3Dfx’s venerable 3Dfx chipset.
Pure 3D distinguishes itself by providing
6MB of onboard memory, and a TV-out
that actually fools good. It runs
DirectSO, OpenGL, and Glide, covering
gamers on all fronts. In addition,
Canopus brings it home
for under $200.
Other honorable men-
tions go to Cambridge
SoundWorks’ PC Works, a
terrific satellite/woofer set of
speakers with great sound
for $100. Diamond’s Stealth
II, based on Rendition’s
V2100 chip, made solid
2D/3D performance affordable, and its
MonsterSound was also in the running for
helping to get the 3D positional-audio party
started. The RIVA 128 chip from nVidia
made big waves this year, appearing on
myriad boards from a host of board-mak-
ers, including Diamond, ASUS, and STB.
OTHER HARDWARE FINALISTS
PC Works Cambridge SoundWorks
Slealih II Diamond
MonslerSound Diamond
Rl
T
Age of Empires
I t was a very good year for multiplayer games.
There was Jedi Knight, Interstate 76, Heroes II:
Price of Loyalty, Scourge of Armagon, and
Quake II. But one game in particular burrowed
deep in our brainstems, luring us back again and
again. Almost every day at six o’clock, work ceas-
es at CGW, and Age of Empires begins.
Few people can resist Age’s outstanding combi-
nation of graphics, sound, and gameplay. There is
enough variety in the different civilizations, maps,
and victory conditions to ensure that no two mul-
tiplayer games are alike.
But the heart of the game
is its close-range melee
combat, which is accessi-
ble and exciting for every
kind of player. As a single-
player game, Age is inter-
esting, but as a multiplayer
game it’s outstanding.
Special Award:
Artistic Achievement
l-'7B
W hile most computer games this
year looked to the future or
distant past— or created a fan-
tasy world of their own— for their inspira-
tion, one game this year immersed us
instead in one of the most alien settings
imaginable: the 1970s.
The idea behind Interstate 76—
an “auto-combat simulation” set in
an alternate universe 1970s— was
good enough, but the extent to
which the game’s designers real-
ized their vision elevated it into the
realm of the ultra-cool. With state-
of-the-art 3D graphics; a Mad
Maxian script infused with bravado
and style: and a silky, bass-heavy
funk soundtrack, Interstate '76
shook the gaming world’s collective
booty. Yeah, the action rocked, but all of
the chrome, including the hilarious open-
ing credits and wonderfully cinematic cut-
scenes, put l-’76 over the top. And that’s
the way, uh-huh
uh-huh, we like it.
ra il A chif ew
SRil
Outlaws
I n Outlaws, Clint Bajakian has composed the most
atmospheric soundtrack possible. Paying homage to
the musical scores from Clint Eastwood’s archetypal
spaghetti westerns—with their
attendant whistles, guitar strums,
and vocal grunts— the evocative
soundtrack seamlessly integrates
themes for specific locales, game
situations, and cinematic transition
scenes to provide maximum aural
satisfaction.
n Pack
fluliB Mlsstan Pack Ito. 1:
Scourge of
Armagon
T his was a good year
for expansion packs.
We played some
great games, and when we
were done, companies like Rogue, Cyberlore,
and Ritual came in and gave us some more.
Of all the expansions to all the games,
though, one stands out in our minds:
Ritual’s Quake Mission Pack 1: Scourge of
Armagon.
Simply put,
this expan-
sion, alone
among all
others, was
actually
much better than its original game. The lev-
els were better in Armagon than in Quake,
and the DeathMatch level was arguably the
best we have ever seen. There were many
other stellar expansion packs this year,
including Heroes II: The Price of Loyalty, Red
Alert Aftermath, and Civ II: Fantastic
Worlds, but none succeeded in taking its
original game to the next level quite as well
as Ritual’s Scourge of Armagon.
OTHER ADD-OIUS FINALISTS:
Quake MP 2: Dissolution ot Eternity
Rogue/Aclivision
Heroes II: Price el Leyally
New World Computing
Red Alert: Aftermath Westwood
Civ II: Fantastic Worlds MicroProse
■
1 *
TiTTil
# J
^1
V lij^i
CUSTOIV/IIZATION OF
WAK n/IACHINES.
iiroit»*gi;e betoi
battJetield* Crs^iste rUKl
each rjiriii from ^craUh, choosih^:
r»yiong ihoiiSrf^
\)i
T
TT
WORST
THE YEAR
Games that promised us the world, but
ended up giving us the willies
1 ' - M 1 I/i'lpT'
rf'Tii'THB
1 -UJ'-ilTH
Ultima Online
F irst, let’s acknowledge that there were plenty of lousier games in
than Ultima Online. Take Soldier Bovz-please. But Ultima Online gets our
booby prize for one reason; No game came into 1997 with greater hype,
anticipation, and promise than this one, only to be so utterly disappointing.
UO was cynically shoved onto the market, with a helly price tag and a
monthly conneclion lee, by publishers who were well aware that the game
was not even remotely complete. Given the huge lag problems, bugs, and
sheer unplayabilily. Origin owed it to gamers to first, acknowledge-publicly,
immediateiy-lhat the game was a beta, and second, waive the monthly con-
nection fees indefinitely until the game was playable.
We hope that Ultima Online will one day prove to be great. But in 1997 it
was foisted prematurely upon the gaming public, and for that it is CGW’s
Coaster of the Year,
But with Monster Sound,
you’ll hear his two cousins
sneaking up behind you.
m
^«PtOSJVESOU
fo'riQeab^pqundJng I
- GSMIIS^ ^ '
• Unsurpassed Positional 3D Audio
• Accelerates DirectSoundf
DirectSound3Dr A3D
• Drastically outperforms any
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j • Advanced Hardware Wavetable
• Works with or without your
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Front. Back. Up. Down. Left. Right. Diamond’s got you surrounded
with Monster Sound — the first PCI audio card to deliver true
Positional 3D Sound. Monster Sound gets inside your head and
puts you in the middle of ail the action. Hook up speakers or even headphones and be
prepared to experience an all-encompassing, heart-pounding 3D sound that will
absolutely blow you away. Diamond’s award-winning Monster Sound delivers explosive,
hair-raising 3D gaming audio by utilizing the same A3D technology that NASA uses to
create their virtual reality simulators. In fact, 23 separate audio streams combine to
create the most realistic sound experience possible. Monster Sound accelerates Microsoft's
DirectSound and DirectSound3D, the new audio standard built into Windows 95/98.
And Monster Sound comes fully stocked with the latest Positional 3D
Sound games and utilities. So get Monster Sound and get in the game.
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Avenue, San Jose. CA 95134. All other trademarks are the property of their respective owners.
Accelerate yourworld.
GO TO #190 @ www.compuiergaming.com/infolink
^«laim
FORSAKEN TM & O 1997 Acclaim Entonairmont, Inc. ACCLAIM Is a reglslerad Irademark of Acclaim Enlartainment,
All Rights Rosatvod. All olhor logos ats Iho ptoporly of their respective parllos.
60 TO #104 @> www.computergaming.com/Infolink
Microsoft Finally
Embraces OpenGL
I n an interesting twist to the skirmish
between DirectSD and OpenGL, Microsoft
and Silicon Graphics Inc. have combined
efforts to bring OpenGL to all of Microsoft's
Win 32 platforms (Windows 95,
Memphis/Windows 98, and Windows NT
4.0 and 5.0),
Details of the deal are
somewhat sketchy, with
Microsoft taking on the
task of certifying
OpenGL Installable
Client Drivers (ICDs) in
their Windows Hardware
Quality Lab (WHQL, pro-
nounced “wee-kul”).
Microsoft has stated in
the past that DirectSD
was for consumer appli-
cations, while OpenGL
was for professional
(CAD, workstation) applications. That mantra
remains unchanged, and while Microsoft would
like everyone to chant the mantra with them, it
does mean that if game developers want to use
OpenGL in lieu of D30, there will be enough
hardware support out there to make the title
run. And because having the OpenGL ICD will
now be an integral part of getting Windows 95
certification, OpenGL should begin to prolifer-
ate much more rapidly than it has to this point.
While the ABM (Anyone But Microsoft) crowd
may be smelling a conspiracy theory (hey,
Microsoft is involved), the news for gamers is, by
and large, good. Game developers will have an
alternative to DirectSD, and because OpenGL is
controlled by its Architecture Review Board
(ARB), which consists of eight members (Micro-
soft is one of them), there’s less of a perception
that Microsoft is trying to bully developers into
using DirectSD. But wait, there's more...
At press time, Microsoft and SGI made more
waves with an announcement for a new set of
Application Programming Interfaces (APIs)
called Fahrenheit, which will incorporate aspects
of both DirectSD and OpenGL. This new set of
APIs, to be jointly developed by the two compa-
nies, will eventually allow hardware vendors to
create one set of drivers that will run Fahrenheit-
specific applications, and also run DirectX 3.0,
DirectX 5.0 through 7.0, and OpenGL titles.
The announcement comes as SGI is prepar-
ing to enter the Intel-based/Windows NT 3D
workstation fray, a departure
from the company's traditional
higher-end market segment. For
Microsoft, the deal seemingly
kills two stones with one bird:
First, the DirectSD/OpenGL
belching contest becomes irrele-
vant (we hope), and the deal
positions Microsoft to enter the
workstation market with its
Windows NT operating system.
The first versions of Fahrenheit
aren't due until sometime in
1999, so it's still quite a ways
out. But taking the optimistic
tack, this Microsoft/
SGI collaboration will be a win for gamers, as
developers will have new avenues for creating
killer content. As for the dimmer view,
Fahrenheit could turn out to be one serious
piece of bloatware, since it has to translate both
DirectSD legacy code and OpenGL code into its
own format, it could introduce additional API
overhead, and it might wind up being more of a
hindrance than a help. Because the project's
rolled-out products are so far off, we're left to
speculate as to whether SGI and Microsoft can
really pull this off. —Dave Salvator
ACROWTM O’ THE MONTH
jHIPPI:
: High Performance Parallel Interface
HARDWARE PIPELINE
PriNfuA
E.T.A.
Deschutes (hOOIVlHz Pentium ttl
Q1 ’98
hhOBX chipset (supputts 100 tvtttz system ctuch. 4 CPUst
01 ’00
inlet 1740
01 '00
3Dtx Voodoo 2
01 ’98
S3 ViRGE GX3
02 '00
RealSD Enters the Fray
IRONWORKS^
I n the previous edition of 3D Iron Works. Loyd Case
gave you the first skinny on Intel's new i740 2D/3D
graphics chip. This month, another vendor has
announced a board using this new chip. But this
isn't “just another vendor," it’s Real3D. Lockheed-Martin's real-time 3D graphics
division-the architect of the i740's 3D
graphics core.
Real3D is working on its Starfighter
board in two versions; an AGP version
that will appear in off-the-shelf systems,
and a PCI version that will be sold at
retail. Of the two, the PCI part is actual-
ly more Interesting, because of
Real3D's implementation. Using a pro-
prietary AGP-PCI interface. Rea!3D “fools" the 1740 into thinking it's on the AGP
bus. It does this by creating a local AGP bus on the board itself. The Starfighter
is populated with a 4MB frame buffer, and texture memory ranges from 8MB to
16MB. To the 1740, this tocai-texture memory looks like AGP memory, and can
be accessed at AGP's 2x peak bandwidth of 528MB/sec. One concern I have is
the fact that the i740's 2D core was developed by Chips & Technologies, which
has done graphics chips for laptops, but doesn’t have much of a track record in
the desktop PC space. Pricing is still being worked out. but we've heard guesti-
mates of around $249 for a board with a 4MB frame buffer and SMB of texture
memory. As soon as we get a Starfighter in-house, we’ll put it through its paces
and let you know how it fares. Slay tuned.
Turning to the audio front. Shark Multimedia has just begun shipping its
Predator 3D audio card, an ISA-based card based on Analog Devices’
SoundMAX chipset, which supports Aureal Semiconductor’s A3D 3D posi-
tional-audio technology, and can accelerate up to six simultaneous audio
streams. Analog Devices claims to have solved the problems associated with
CPU overhead when transferring data to the ISA bus. The Predator 3D arrived
right at press time, so we didn't have time to check this out, but in a brief
demo running Jedi Knight (which uses DirectSound 3D} and in some of
Aureal's A3D demos, the board sounded pretty good. One downside: Predator
3D only supports DOS
games in a DOS box, so
you'll want to keep your
trusty old SoundBlaster for
running in MS-DOS mode.
We'll bang on this one some
more and tell you what we
find. —Dave Salvator
LOYD CASE* UNDER THE HOOD
How Fast Is
Fast?
The Black Art of Measuring Graphics Performance
ast montli, f talked about how to
improve tlie pcrfomiance of
your grapiiics setup. But wiiat
cxiiclly does improwd perfor-
mance mean? This month, I’ll
take a look at benclimaiking,
botli synthetic and reat-vvurld.
I’ll also spend some time exploring 3D
WinBench 98, Ziff-Davis’ coo! new DirectBD
L
benchmarking tool. Finally, I’ll try to address a
burning question that seems to be tire most
common email query I get these days: Which
graphics card should I get?"
MEASURING PERFORMANCE
Bcnchmaiking is a tricky job. Ideally, you
want to capture the performance of a piece of
hardware in a controlled situation, using a
method that’s easy to quantif)': It sounds simple,
but it proves complicated in practice.
There are two types of benchmaiks: synthetic
lx;nchmarks, which try to stress tlie s^’stem being
tested in carefully controlled ways, and applica-
tions benchmarks, which try to measure how
reai-worid applications behave on a system.
Examples of syntlietic benchmarks include
***Continue<J oopg98
HARDWARE
LOYD CASE
t»Contmed from pg 97
WinBench 98 and 3D WinBench 98.
Examples of applications benchmarks
include many of tlie games we use to lest
3D pcrfonnancc, such as Fl-IC) IT
SlMUl^lOR 98 and QUAKK.
At first glance, you iniglif tliink tlial
applications beiKhmarks arc the only
way to go — but what do you mean wiien
you say application? It gets really tricky
with 3D graphics. Take the PowerVR
chip ftom NEC, for example. 'Dial chip
doesn’t do particularly well in 3D
WnBcnch. It aLso fares poody in some
across all tlie tests will probably get a
high score. (I “probably” because if
it’s egregiously hard to install or has other
flaws, it may not get a high score.) When
you’re picking a card, though, you may
have only one particular type of game in
mind. A card that gels a score of 3 oirt of
5 may be better for your ^ming needs
because it may do one particular thing
really well.
3D WINBENCH 98
Ihis brings me to the latest version of
3D WinBench, the 98 version. First of
Benchmark Operation Web site,
wwwidbopxxsn. Tlreres an online fonn
you can fill out to order the CD. (Ibu’ll
probaUy want to order the CD, since tlie
pre^ram is a nearly 40MB download.)
ZDBoP charges only a $5 shipping arxl
handling fee, so it’s well worth the money.
A SnCKY QUESnON
TTie most common question I gel via
email these days is“Which graphics card
should 1 get?” The second most com-
mon question is “Should I get a 2D/3D
combination card or add a 3Dfx cardr
THE FINAL FRONTIER Note how the Stations scene now looks a lot better Space stations belong in space, after all.
Direct3D games. In other D3D games,
it’s very solid, and in most games I’ve
seen that directly use tlie hardware, it
runs quite well and tlie image (luality is
good. I’ve seen oilier cards do quite well
ill some games and choke on otliers.
At CC Libs, we use both types of
benchmarks and try to gauge perfor-
mance across a range of different types
of games. A card that does pretty well
f you’ve got a RIVA 128 card,
I and you want to run Jedi Knight
with the best performance, set
the texture size to 4 from the default
of 1. You can change this in the Jedi
Knight setup screen, under display
menu. There’s a box in the lower
right labeled "3D Accelerator Texture
Size." Change this from 1 to 4.
all, 3D WinBench 98 is much more
compreliensive than the 97 version. For
one thing, tliere are more than 40 quality
tests (of which 25 are used during the
actual 3D WinBench testing. No card
currently on IIk maiket passes all 25
tests —in that sense, 3D WinBench 98 is
forward-looking.
Tlie benclimaik looks better, too.
First, tlie 3D WinBench WinMark
scenes look more like scenes from a
game, and tlie camera movement is
more like game movement. Second, the
image-quality tests are laid out in a more
useful manner. The image-quality tests
offer many more options (41 in all) for
checking out rendering. Of course, this
means that 3D WinBench 98 takes
longer to nin, but it’s easier to use overall
and can really drill down and help us
understand how some cards imple-
ment— or fail to implement— key
Direct3D features.
I f you want to order a copy of 3D
WinBench 98, go to the Ziff-Davis
I’m always tempted to reply in a flip
manner: “Read tlie reviews.” But 1 under-
stand that it’s not a simple issue, especial-
ly wlien it comes down to your hard-
earned dollars. So my real answer is sim-
ple: It depends.
Okay, so that sounds like a flip answer
as well— but it’s not. It really depends on
your situation, your budget, your gaming
needs, and your nongaming computer
needs. Let’s walk through a couple of
examples and show you what 1 mean.
Rrst, consider a hard-core gainer on
a budget. He’s scraped and saved to put
tc^ether a 166MHz or 200MHz
Pentium MMX system. Tlie system has
a graphics card, maybe even a
mediocre 3D accelerator, but he wants
to play GL QUAKF, or just not have to
worry about which 3D accelerated
games he can play. ’Die right answer,
although not the cheapest, is a good
3Dfx card. If our hard-core game player
gels a 3Dfx card, such as the
Monster3D or Pure3D, lie’s set. He can
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of PowerVR software games developed by Kalisto Entertainment S.A. (France). S'1997 Raven Software Corporation. All rights reserved. Id Software. Inc. software code contained within Hexen II”'
^1996 id Software Corporation. All rights reserved. Developed by Raven Software Corporation. Published by id Software, Inc. Distributed by Activision, Inc. under sublicense. Hexenjc is a
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o1 Activision, Inc. qq i-q #246 @ www.computergaming.com/infolink
LOYD CASE
DRILLING DEEPER There’s much more detail in 3D
WinBench 98, but it's presented in an easier-to-under-
stand format.
AAA
play GLIDE (3Dfx-specific) titles,
0])enGL games (well, GL Quakii:,
anyway), and Direct3D titles.
Now let’s look at a more general-
purpose user. Heres someone who
docs a fair amount of graphics work,
including some 3D modeling. Wliile
a 3Dfx card might be an interesting
option for this user, perhaps lies slot-
liiniled somehow.
A good card for
him might be an
A'TI xpert@work
or even an All-in-
Wonder Pro.
Another option
might be one of
the many
PcrmcdiaZcards
out nov\', with as
much memory as
you can [)ut on it.
TIicn there’s
the h’pical home
PC user. Merc,
spouses and probably kids arc using
the computer, too. 1 Ics not into tweak-
ing the system, but he does want fast
perfonnance — or at least, doesn’t
want to worr)' about slow ])erfor-
mance. A fast combo card, .such as
one of the illVA 128 boaixls from
Diamond, STB, isLSA, or others
might be a good choice here.
Finally, thcres the really hard-core
gamer who isn’t on a tight budget.
(\bu know, the hpical member of
GompuScrx'cs FSCOMBAT' flight
simulator forum.) Tlicsc folks aren't
necessarily rich, but the)’ can indulge
their passions occasional!)’. Tlic right
answer here is both a fast 2D/3D-
combo card and a 3Dfx add-on card.
Tlie bottom line here is that there is
no one magic-bullet solution to solve
every graphics need for PC gaming.
It’s tme that a 3Dfx board will see ) ou
through on many fronts, but its not the
least expensive wa)’ to go, it lacks 2D
support, and there are other cqualK’
able Direct3D perfonners now a\’aii-
able. For people wanting a one-board
solution, there arc a number of wa)’s to
go depending on what things )’ou'd
like to be able to do and what \ onr
budget is. So before making an invest-
ment, consider what kind of gaming
you most want to do and what )'Our
budget is, and go from there.
ihunderSeaI
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Join the galaxy's most elite strike force: the Nataka Imperial Armored Cavalry.
Help enforce our contracts with our corporate neighbors.
GetGUNMETAL
The new high-speed combat adventure from Mad Genius Software.
Detailed missions with challenging puzzles and an exciting story.
Fight corporate armies, cultists, and mysterious forces in the far future.
Your RPV's full neural interface puts you on the front line
from the comfort and safety of the NIAC Command Centre.
Fly any tactical combat scenario with extreme confidence.
Reconfigure your Nataka Remotely Piloted Vehicle [RPV]
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HARDWARE HARDWARE
iKiKiKi REVIEW • TV SUPERSCAN 2
Price: S299 (street)
Vendor: ADS
Technologies
(562) 926-1928
www.adstech.com
Price: S99 (estimated
street)
Vendor: Turtle Beach
800-233-9377
www.tbeach.com
Bring Your Games
Into TV Land
by Loyd Case
1 lot of t lie newer gra[)hics cards are
A ll
sliipping willi IV- 011 I connectors
these days, but many still lack this
feature. TV-niil Ls a handy feature
that adds a little bit of extra cool to
your setup,
dhe 'IV Supcrscan 2 is an external
scan converter, but unlike many similar
devices, the Supcrscan 2 doc,sn't require
software drivers. In fact, it has enough
onboard memory lo [lerforin the frame-
buffer chores, so it handles the scan con-
version fully within the box. You can
connect both a'l V and )’our computer
monitor to the Supcrscan 2 if you want
simultaneous display. 'niiiik about this:
Now )'our gaming can be a spectator
sport. Tliere arc also connectors for
conifiositc video-out and S-video.
Tile controls arc sini])le and ca.s\' to
use. One button brings u|) an on-scrccn
menu (hat allow s lou to tweak the hori-
zontal and vertical .setlings, 'Iliis little
black box is also .smart enough to handle
relatively high-resolution computer
inputs — up to l()24x7fiS with overscan,
and 800x600 with no os’crscan.
Display quality through the compos-
ite output looks okay from a distance, but
S-video can look quite good if you’re not
too clrrse.
Ihe po.ssibilities go be)ond ju.st using
a TV as a big monitor. Imagine tliat
you’re playing online, and you want evi-
dence of \our frag totals, just hook up
the Su]rerscan 2's composite out|)ut to
your VCR— presto, iirstantgun camera.
So the next time you eye that S1.400.
21-ineh moni-
tor, remember that 29-inch “moni-
tor” in the family room. After ail, its a
waste to use such a big tube for mere
television. S
^APPEAL: People wanting a b
tube without the cost.
>PRO$: Easy setup; intuitive control
set.
^CONS: Expensive; you have to lug
your com-
puter to
the family
room;
ungainly
wires.
^^LABS
RAUD***^
★ A
REVIEW • TURTLE BEACH DAYTONA PCI
Unsound Choice
by Loyd Case
T his year is probably Ihe last one in
which the aging ISA bus will be a
factor in PCs. One of the last bas-
tions of ISA hardware has been
sound cards, Windows 95 and
DirectSound arc beginning to change
that, and we’re finally .starling to see PCI
sound cards. 'Hie liirtle Beach Daytona
PCI is one sucli example.
Tire Turtle Beach card uses the S3
Sonic Vbes PCI audio-chip. 'Hie chip
can handle Ihe new i!)l^ technology
(downloadable .sani])lc store), which uses
)'our s)’stem inemor)' to store custom
sounds that tan be played back through
the onboard was'clablc synthesizer, Tire
card comes with a 2!V!B wavctable that’s
loaded into main memory. During play-
back of several MIDI file.swit!i (he
Windows 95 System Monitor running,
there is no significant CPU hit.
Tile c|uali(y of the MIDI .sounds is an
entirel)' different issue, howe\'er. E\en
with the maximum 2MB setting, the
MIDI sounds somew hat tinny, and some
of the percussion sounds arc simply terri-
ble. Digital audio .sounds pretty good,
but this is a noisy card. Turn up your
speakers when llierels no sound being
played back, and you could be standing
near Niagara Palls.
Setup is pretty easy, but the card did
not like llie fifth l^Cl slot in mv ssstem
(that’s often the ca.se for hu.s-inastering
PCI cards). Moving it to another .slot
fixed that problem. The .setup program
was confused about the ss’stein settings
upon reboot, and offered an accurate
walkthrough on how (0 fix the I/O
addresses that had been .set incorrectly.
Winckrw's 95 game audio sounds pret-
ty good (except for Ihe his.s), and DOS
games that can be run from Wndow's 95
work quite well, I lowevcr, neither DUKI':
NukI'LM 3D nor DOS QriAKi', ran prop-
erlv from a Windows 95 DOS boot.
/Mthoiigli the low cost makes u|> some-
what for the cleficiencies, its hard lo rec-
ommend this card. I'br best compatibility,
the AW''E-64 value edition still wins, and
its much c[uidcr lo bool. As a PCI .sound
card, the'liirtlc Beach card doesn’t come
close lo the more x crsatile Diamond
Moirster Sound. Gis e this one a pass. %
^APPEAL: Loyal S3 users looking
for a low-cost PCI sound card.
^PROS: Uses one of those free PCI
slots; fairly easy setup.
ccw
falcon mach 1 / gaming pc's run faster
than other computers...
mach 1 / pc’s are
more powerful...
and falcons
have won
more awards...
FALCON NORTHWE ST
COMPUTER SYSTEMS
GO TO #257 @ www.computergaming.com/Infolink
by 3Dfx.
'#ER PQVffiR POWER POWER P®®! ■' PSWEH - POWEB
Raw number crushing in physical form.
More poiygons, more frames per second,
more pixels on screen. Blast sbiftware
straight from your monitor and into your brain
Absolute power - no consequence^.
Power
Best Hardware. Best Software.
Ldu emit iind her likeness sre courtesy olEidos EntenalrrmenlTomb Raider,
are trademarks of 3Dfx Interactive, Inc. AH Rights Reserved.
' likeness are trademarks ot Eidos Entertainment. © 1997 EltKEmraUinnwit. CojtyttQAt © 1997 aotk InKraclivb. Inc 77» ;
GO TO #120 @ wwv.computergaming.c^/llnfollnk;: •
PDPI LIGHTNING 4 • REVIEW -k-k-k-k
The Invisible Game Card
by Loyd Case
I ’ve long lamented the fact tliat the
creaky analog joystick port, devel-
oped in the era of the original IBM
PC, is a CPU hog. Game ports on
most systems today behave in a vir-
tually identical manner to the one you
could get for the original IBM PC. Most
game ports— including those on ISA-
based sound cards — can consume 10 to
1 5 percent of your CPU cycles because
of the polling of tlie joystick input. On
top of that, during the actual polling
interval, interrupts are disabled— at
least they arc in Wndows 95 — which
further increases the latency of your net
gaming experience.
Almost everyone has been looking for-
ward to the day that USB controllers will
arrive in force. While uo were waiting.
Pacific Digital Peripherals has sneaked in
witli its Dghtning 4 game card.
Tile Lightning 4 is a tme game geek’s
delight- It can support up to four full-fea-
turetl jo)'sticks or eight 2-axis, 2-button
joysticks. It even comes with an extra
bracket, so you can have four joystick
ports. I connected a CM h^-16 Combat
Stick, Prod'hrottic, and Pro Pedals and
succc-ssfuily flew Fi.iC! □' SiMUUTOR 98
and LONCitOW 2.
More importantly, the l ightning has
its own onboard processor to handle
joystick polling, resulting in very' low
CPU utilization— less than 0.2 percent
in most cases. 'Hie card conies with a
Dircctinput driver, the connector
bracket, and a small demo utility that
lets the device see eight joysticks in
action (.s|)iilter cables arc not provided).
Wliilc the card supports digital devices,
such as Logitech’s Wingnian Extreme
Digital, it doe.sn’l support the
SideWinder h’orce feedback Pro, w'hicli
requires the extra MIDI pin. If you're
using a standard stick, though, you
should have no problems. If you’re
in,stalling it into an existing
setup, make sure you dis-
able any existing game
ports, llic Lightning grabs
I/O address 201, and you
can’t change it.
So if you’re looking to
eke out that last bit of frame
rate, take a look at your
game card. Maybe it’s time
to add a little Lightning to
your rig. %
^APPEAL: Game players looking
for the best game card available.
kPROS: Low CPU utilization; easy
installation; four joystick ports.
kCONS:
Doesn’t
worit with
Microsoft's
Force
Feedback
stick.
mm
Price: $119.95
Vendor: Pacific Digital
Peripherals, Inc.
(805) 581-7023
www.pdpi.net
SEAGATE MEDALIST PRO 9140 • REVIEW kkkkt
Closing the Gap
by Loyd Case
CSl devotees (me included) have
long maintained that one of the
.Kh anlages of sticking with SCSI
is that the higher perfomiing
technology drives are all SCSI,
and that IDE drives are those low'ly
devices that mn at a paltn' 5,400RPM
—or less.
Seagate just changed all that.
^I he Medalist Pro 9140 is a 9.1GB
UllraDMA/33 hard drive that spins at
7,200W^M and has an a\'erage access
time of less than 9 milliseconds. Tliis is
in midrange SCSI territory', and the per-
fonnance this drive delivers makes other
EIDE drives seem like pale imitators.
Using WnBcnch 98s Business Disk
WinMark, 1 got a result of 1,500, some-
thing I’ve previously seen only with fast
7,200RPM SCSI drives on my Pentium
11/233 test-bed. Disk drives being what
they are, tliat score won’t be much dif-
ferent on slower systems. (Wfe were care-
ful i70f to use the Intel bus-mastering
EIDE drivers, wiiich can give spuriously
high results).
This new incarnation of the Medalist
uses most of the ad\'anccd technology
you’d ex[DCCt from modem iiard drives,
including MR heads (which helps
increase the number of bits per inch on
the disk— called areal density') and
PRN'IL read channels. One of the more
interesting features thats unique to this
dri\’e is the use of fluid bearings. High-
s[>ccd hard drives can be quite noisy, but
the fluid bearings dampen the noise
quite nicely. In addition, Seagate realizes
that this drive w'ill be bought and possi-
bly installed by consumers, so they
mount a plate (called Seashieid) over the
electronics to reduce the chance of dam-
age to delicate comj3onents.
Are there faster SCSI drives? Yes.
Even some 7,200131’M SCSI dri\ es ha\’e
faster internal transfer rates, and, current-
ly, nothing touches llie 10,000 RPh'I dri-
ves in tenns of rotating storage perfor-
mance.
But after
ninning
tlie Medalist Pro for some time now; it’s
made my A L.ist for liot products. Tlie
drive comes in a 9.1GB and a 6.4GB ver-
sion. The 9.1GB drive should come in at
around $500, while the 6.4GB unit will
likciyliai'c a street price of around $350.
Getting this level of perfonnance at
these prices is a steal, ‘t
^APPEAL; Anyone looking for
high-perfomiance hard drives at a
reasonable prica
kPROS: It's a big, fast, quiet hard
driva
^COHS: Some systems need new
BIOSes to support the 9.1GB size;
best per-
fonnance
with
UltraDMA/
33 con-
trollers.
iLABS
RATED
Price: S500
Vendor: Seagate
Technology
408-438-8111
www.seagatacom
MARCH 1998
ccw
HARDWARE HARDWARE
vCm^iCv
C are ■
);
^re to take Quake® to the next level.
Jhe Micron™ Millennia® level.
Dare to take your power to where you
thrive amid peril and bloodshed. Where
the others are gibbed, fragged and
ruthlessly annihilated. Where you endure.
And where Micron dominates.
Get the Micron Millennia Xku, the addictive
machine combining the latest technology
and killer multimedia capabilities. Lock and
load our Fusion 3O™ option, and you get DVD,
2D and 3D graphics and a speaker system that
will make your ears bleed. And, you'll get a blistering
3D gaming bundle for more multimedia pursuits.
Micron systems powered the recent QuakeCon ’97 competition. There, chief organizer
)im (HzH) Elson said: "Among the hard-core Quake fans on the Internet, It's long
been established that Micron machines are peerless when it comes to performance
and reliability."
Cyberathlete Dan (RIX) Hammans took first place at that QuakeCon '97, where
Micron systems ruled. If you're serious about gaming, face real competition like
RIX at www.cyberathlete.com. And if you’re serious about computers,
dare to call Micron or visit our Web site today.
Pentium^
MICRON MILLENNIA Xku ■ FUSION 3D OPTION PAK
Winner, ef QuakeCon '97
Intel z66MHz Pentiuni 0 II processor
(features MMX"' technology)
64MB SDRAM
6.4CB Ultra ATA hard drive
17" Micron 700FCX, .26dp (16" display)
STANDARD FEATURES
82/,4oLX chip set
512K8 internal L2 cache, 2MB BIOS
Integrated looMB Iomega Zip Drive, 3.5" floppy drive
32X EIDE variable speed CD-ROM drive
32 voice wavetable stereo sound. Advent 009
speakers with subwoofer
3Com/US Robotics 56K X2 telephony modem'
Diamond Viper V330 128-bit 3D video with 4MB SCRAM
Microsoft© IntelliMouse, USB connections
Microsoft Windows© 95 and MS® Plus!
Microsoft Office 97 Small Business Edition
Choice of Micron Software Solutions Pak
5-Year/3-Year Micron Power’'
limited warranty
DVD-ROM." DVD software
E; Cool DVD PCI decoder card: 6 channel AC-3 to 2
channel out capability
AWE 6; ISA sound card
Cambridge MicroWorks-
2 speaker satellite with subwoofer stereo system
Fusion 3D game pak; Mech Warrior 2: Mercenaries
D3O version, AH-64D Longbow,
U.S. Navy Fighters '97, Command £
Conquer, Formula 1 D3D version
MS Sidewinder Pro joystick
Quake® is a registered trademark and the 0 ™ logo is a trademark of Id Software, Inc.
Call for information on our Software Solution Paks. Other Millennia configurations also available.
To purchase a copy of Quake II, call Micron Additions at 888-8-MICRON.
MICRON
P5>WER
MM mtMi Ml incnprKesH and man memw)
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SMi)] II Im Ikran^uRdild Dln«a u»al Im Uicnn Wllnoci tytlemi; 3 opoonal
iKMMt maBag intn rctiaal laMimm ncludid Iv Uicivi aanci syslaira
mtner back
!(4m lacl^ «i^
Hu ImiM k ■ and «atM h Uiptn'a lUMarS MM Mnarttt and tEim
iri cna il at Mat aid caiddm V uk im nry Ik Mcedk tndnnwii
’ ’ Hand on tw Vm au K bi caing Uiem
Micron Sales Hours: Mon-Fri 6am-iopm, Sat yam-spm.
Sun loam-spm (MT) Technical Support Available
21, Hours A Day-7 Days A Week. Toll free from Mexico;
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Sales; 208-893-8970 ■ International Fax; 208-893-7393
Call now to order.
888-669-0969
www.micronpc.com
MoMoMiKilKi
Configured For Your Life."
-k-k-k-k REVIEW • CS COHHAHDER 2
Taking Control
by Denny Atkin
Price: S29,95
Vendor: Galana
Software
Distributor: Flight Sim
Central
(800) 477-7467
www.calanasw.com
www.fscentrai.com
I love the feel and amazing [irograni-
mabilit)' ofThaistMaster’s FLCS
joystick and TQS throttle, but
they’re a real bear to program.
Nonnally, programming
'llimstMastcr’s joysticks rec[uires you to
dive into a text-editing interface that
only WordStar aficionados could love,
not to mention that you have to deal
with function macros and obscure
acronyms for various button presses. But
using CS COMMANDEit 2, you can sim-
])ly click on the button you want to ])ro-
gram (on an on-screen picture of your
joystick or throttle), then click on the
ke}^ you want that button to send (on an
on-screen keyboard). It doesn't get much
simpler than this.
Of course, the program also supports
and simplifies more comp!cx'lbni.st-
Master programming. You can create
macros for various functions, and then
move them to a particular switch or but-
ton with a simple drag-and-drop opera-
tion. Itor instance, 1 created a macro that
would activate liCM and dump bursts
of both chaff and flares, and then
mapped it to a single button-push.
If you’re going to do more than assign
.sim|jlc keystrokes to buttons, you’ll need
to dive into CS CommAjNOEE 2’s thor-
ough, illustrated, online help file. ’^Flrc file
includes both reference material and
tutorials. 'Ihercs no paper manual, but
this is a ease in which online help makes
more sense. I lowcs'cr, it would have
been nice to see more infomiation on
’^IbnistMasters programming language,
because although CS ComM/VNDER
simplifies things, taking full ad\"antage of
)'our controllers reejuires familiarity with
tlie languages mles. 'Ibe onl}- problem 1
encountered was a runtime crash when 1
didn’t specify the path for the Comman-
der 2’s con fig files during installation.
'Hie program supports the
TbrustMasterWCS.’l'QS, i*'LCS,
FCS, and F-22 controllers. Ifyou have
any of these silting on your desk but
you’ve been stuck with using the canned
program files included with your games,
checkout the CS COMMANDER 2. It
could help you get the most out of your
controllers' capabilities, %
^APPEAL: Anyone looking for a
friendlier ThrustMaster programming
interface.
^PROS: Offers point-and-click pro-
gramming of simple commands; sim-
plifies even complex macros.
^COHS: You’ll still need to learn
the details of the ThrustMaster com-
mand lan-
guage to
take full
advantage
of your
controllers.
iumi
RATED** A*
Contains command sheets for
Command & Conquer; Red Alert',
Fighting Falcon F16', MDK',
Microsoft Flight Simulator',
Civilisation II’, Quake', Interstate
76', Jet Fighter III', Tomb Raider',
X Wing vs. Tie Fighter', Microsoft*
Word or design your own.
Wew... Revolutionary
Keyboard Simplifier
for PC Games
Not the keyboard
swipe the bar-code
play the game
Works with any PC game.
Includes easy Windows program
to design and print your own
command sheet.
replaces complex keyboard commands .f'’
play games f aster'^^ ^ ^ ^ ^ - ~
^ Pf^/Jlearn games quicker
Available at CompUSA, Ba^bnR^omputer ;
Egghead, Fry's, J&R Computer World, and Microcenter.-''' '
lit our web site at httpif/www.saitek.
GO TO #159
v.computergaming.com/infolink
AcIiVisioN.
Battlezone takes real-time
strategy to the front lines.
You are the high-level Commander making
decisions from your own war-ravaged tank. Lead
your U.S. troops on a mission to gain control of a
superior alien technology in the true "space race"
against the Soviets... or cross enemy lines to the
Soviet side. It’s all under your command.
Full-Scale 3-0 Action
Pilot one of 20 anti-gravity
war machines, and wield
25 devastating weapons —
including mortars, mines,
and Wie Thumper Device
which triggers on-the-fly
earthquakes on the mor-
phable terrain.
Complete Strategic
Control
Coordinate full-scale attacks
with over 30 unique units,
such as tanks, infantry and
mobile assault turrets.
Build bases, deploy forces
and manage resources —
all from within your tank.
Dynamic First-Person
Immersion
Lose your vehicle in battle,
bail out, parachute to safe^;
then use your sniper rifle
to take over another unit.
Switch vehicles right on the
battlefield of one of seven
distinct moons or planets!
I
Rocket Bomb
Rocket Bomb
Take Strategy to the Front Lines.
HEAT enO HEAT.NET are Iroaemorhs of SegaSoH Nelwortis, (nc. All olhor trademarKs and Iratfa
Ihe oropefties Of thoir reapeoUvB owners, www.octivislon.c
GO TO #230 @ www.computergaming.com/infolinK
'.computefgaming.com/infolink
Longer
range fjre
V"
m higher ground
*!r\
r?:
T;
c;» r-- -•■
MacOS
s
'll
The Most Respected Reviews
in the Industry for 15 Years
REVIEWS
C6 Choice Barnes This Month
HOW DO WE RATE?
Quote of the Month
those who have been
turned off to adventure
games by portentous
Myst clones or feeble
FMV mysteries.
Monkey Island is
the perfect
tonic."
— Jeff Green,
reviewing Curse
OF Monkey Island
Outstanding:
Vent ISond:
Average:
Weak:
The rare game
A high-qualily .
A mixed bag. It
A game With seri-
I
that gets it all
I
game that sue-
can be a game
ous problems,
I
tight. The graph-
1
ceeds in many ' .
I
that reaches for
1
Usually buggy,
★
ics, sound, and
areas, it may
★
the stars, but
seriously lacking
gamepiay come
have minor prob-
falls short in sev-
in play value, or
together to form a
Transcendent Gaming
Experience, Our slrongest
buying recommendation.
lems, but is stili worth
your money, especialiy if
you're interested in the ; ,
subject matter or genre.
just a poorly conceived
. game design-you .
■ should think long and ;;
! hard before buying it. ■ ■ ;
Abysmal:
The rare game
that gels it all
wrong. This is
reserved for those
products so
buggy, ill-conceived, or
valueless that you won-
der why they were ever
released in the first place
0F MAGIC
T T sorcerer
^ ViSjt, ^ Balkoth threatens the peaceful
^ people of Urak with death and
• destruction, brave heroes with
t,ii !i magical powers must rise up to
. stop the reign of terror and
1 ( I C ( 1 1 r ( \ C e S jhe forces of tyranny. In
Lords of Magic, the successor to the popular Lords of the
Realm II, you enter a fantasy world where good and evil
fight for primacy against a mystical backdrop of wizards,
warriors, spells and storms, giants, j
gnomes, and Barbarians. a»,-v j. .
AS you cKjjlore the Idiid of Ufrxh,- • •
you’ll b(xttle in dork atul inystenous
caves, ctxstles and dimaeous
through in strategy gaming, Lords of •
Magic combines turn-based exploration ' ^
and resource management with real-
time combat. Join forces with others *
(up to six players can compete on a TI'i’l'IH
LAN or over the Internet) or marshal
your forces to take on Balkoth and his Barbarian allies alone.
You’ll command up to Eighty creatures, including elves,
vampires, skeletons, and gargoyles, as you defeat evil and save
the realm. Wielding the forces of magic
through spells and artifacts of power,
Mjj|lji|l||RpH' d you can take multiple paths to victory;
^ unlimited replayability.
\
i Lords of Magic features a true 3-0
game map, with 16 bit SVGA
1 -o'O^v Graphics and a powerful rnap
V A \ contr^
S. . ^ terrain height, topography^
\ and texture.
more outcomes.
uMinu.siciTu.corn
SIERRA
Impressions
from those
wonderful people
who brought you
vats of boilinv
ACTION
CCIV Review Index
These Are the Games We Have Reviewed in the Last Three Months
Game Name
Issue
Page
Publisher
Rating
Blood Omen: Legacy of Kain
December
306
Activision
-k-ki
Chasm: The Rift
February
153
GT Interactive
kkk
Defiance
February
160
Visceral Productions/Avaion Hill
kki
Hexen II
January
216
Activision
kkki
Jedi Knight
December
298
LucasArts
kkkki
Mageslayer
February
153
GT Interactive
ki
Nuclear Strike
February
159
Electronic Arts
kkkk
Qddworld; Abe's Oddysee
ftbruary
146
GT Interactive
kkki
Postal
February
150
Ripcord Games
kki
Pro Pinball: TImeshock!
January
241
Empire Interactive
kkkkk
Resident Evil
January
246
Virgin Interactive
kki
Shadow Warrior
January
230
GT Interactive
kki
Shadows of the Empire
January
227
LucasArts
kkki
Shipwreckers!
ftbruary
159
Psygnosis
kkki
Take No Prisoners
January
233
Red Orb Entertainment
k k
Terraclde
December
316
Eidos
ki
Time Warriors
December
325
Malofilm
kki
Uprising
February
156
3DO
kkkk
Vlftua Fighter 2
January
238
Sega Entertainment
kkkk
X-Car
December
338
Bethesda Softworks
kkkk
Byzantine
February
176
Interplay
kkki
Dark Earth
February
172
MicroProse
kkki
Dragon Lore It
December
328
Cryo
kki
Fallout
January
250
Interplay
kkkki
Meridian 59 Revelation
February
165
300
kkki
Riven
January
254
Red Orb Entertainment
kkki
Ultima Online
February
162
Electronic Arts
ki
Boggle
February
230
Hasbro interactive
kkki
Galapagos: Mendel's Escape
February
228
Electronic Arts
kkkk
Lose Your Marbles
December
391
SegaSoft
kkkki
Smart Games Puzzle Chailenge 2
January
314
RandomSoft
kkkkk
Armored Fist 2
February
204
NovaLogic
★ *
Fighters Anthology
December
384
Jane's Combat Sims
kkki
Flight Simulator 98
December
374
Microsoft
kkki
Forced Alliance
February
209
Ripcord Games
kkki
iF'16
January
256
Interactive Magic
kki
Sabre Ace
February
200
Virgin Interactive
kki
Star Fleet Academy
December
368
Interplay
kkki
ABC’s Monday Night Football 98
December
346
ABC Interactive
kkkki
Diamond Mind Baseball 7.0
December
342
Diamond Mind
kkki
NBA Action 98
February
195
Sega Entertainment
kkk
NBA Live 98
February
194
EA Sports
kkkki
NFL Legends 98
December
362
Accolade
ki
NHL 98
February
186
EA Sports
kkkk
NHL Open Ice
February
187
GT interactive
k k
NHL Powerplay 98
February
182
Virgin interactive
kkkk
7th Legion
January
285
MicroProse
kkki
Achtung! Spitfire
December
400
Avalon Hili
kkkkk
Age of Empires
January
270
Microsoft
kkkki
Battleground 8: Prelude to Waterloo
January
302
TalonSoft
kkkk
Birthright
December
416
Sierra On-Line
★ ★★
Buccaneer
January
309
Strategic Simulations
ki
Civil War Generals 2
February
226
Sierra On-Line
kk
Close Combat 2: A Bridge Too Far
February
218
Microsoft
kkkki
Conquest Earth
January
293
Eidos
kk
Dark Reign
December
394
Activision
kkkk
East Front
February
216
TalonSoft
kkk
Imperialism
Decsmber
403
Strategic Simulations
kkkki
incubation
January
289
Blue Byte Software
kkki
Man of War
January
299
Virgin Interactive
kki
Myth: The Fallen Lords
February
212
Bungle
kkkki
Netstorm
February
224
Activision
kkki
Outpost 2
December
414
Sierra On-Line
kkki
Panzer General 11
January
261
Strategic Simulations
kkkkk
Pax Imperia: Eminent Domain
February
221
THO
kki
Sid Meier's Gettysburg
January
274
Electronic Arts
kkkki
Total Annihilation
January
281
GT Interactive
kkkki
War Inc.
January
304
Interactive Magic
kki
MARCH 1998
ACTION
,-k-k-k-ki REVIEW • QUAKE II
I Wanna Kill!
Improved Single-Player Action and Dazzling
Graphics Highlight Quake’s Triumphant Return
by Dave Salvator
Price: S59
System Requirements;
Pentium 90, Windows 95,
16MB RAM, 50MB hard-
drive space, 4!< CD-ROM
drive, Sound Biaster-
compatible sound card.
3D Support: OpenGL, 3Dfx,
PowerVR.
Multiplayer Support: LAN
and Internet TCP/IP {2-32
players); no CD required
with 225MB install.
Designer: id Software
Publisher: Activision
Santa Monica, CA
(800) 477-3650
www.idsottware.com
have come in overall ie\'el design, and
mission based “units," in which you have
actual objectives rather than jusl finding
keys to open doors and exit the level.
Tlierc's actually a story line in w'hich
)ou re pitted against the Strogg, an alien
race hell-bent on the destRiction of
humanit)'. Okay, not the most original
story line in the worid, but fortunate!}',
the missions from unit to unit have a cer-
tain continuity and flow. Also, as you bat-
tle }'our way toward tlie inner sanctum,
}'our missions include retrieving a
severed head for a retina! scan,
knocking out a reactor, and dis-
abling a communications s)'stem.
One thing any first-person
game has to do is set a mood to
draw you in and keep you wimting
more. Qll sets the mood early on,
and ] found that each night I
pla}’ed, by the time 1 reached a
“practical stopping-point,” it was
2:30 in the morning— again. Qll’s
audio became much more
immersive when 1 used head-
phones, and made the overall
mood much creepier. Qll defi-
nitely has the jones factor.
There are several elements
froin Doom evident in Qll; There
are small health units that you can
still accumulate beyond 100
TRANSMISSION TROUBLE One Of your Qll missions is to take out this communications station, health points, as well as annor
w'anna kill. 1 wanna
I kill!” shouted the iconic
character in “/Mice’s
Restaurant.” If, in a
similar vein, }'ou have
homicidal tendencies
in }our computer gam-
ing experiences, we
have one thing to say:
“QuakI''. 11 is your hoy!”
After wowing action gamers with the
world’s first true 3D shooter, id Software
has rocket-jum[)ecl the “If it moves, shoot
it!” genre to the next level in Qll.
PLAYING WITH YOURSELF
One of the primary criticisms of
QU/KKE was that its single-pla}er game-
play was weak, a by-])roduct of uninspir-
ing level design and borderline brain-
dead Al. Tliis time around, the A1 is
more “special ed” than brain dead, a
sliglit improvement, but not mucli. The
bluest improvements for solo sloggers
ccw
MARCH 1998
QUAKE II • REVIEW
GET BENT, GET DEAD Like the monsters, you can crouch, too.
While handy for hiding, it’ll leave you a sitting, or crouching
duck in a firefight.
shards (small amounts of armor to bolster whatever armor you
have). Qll also features the new and im])ro\'ed BFG lOK, \’er)'
hands’ for clearing entire rooms. Monsters are more of the
cs'borg variant — ])art humanoid, part machine —and ha\'e
higher polygon counts than QU/\KI':’s ne’er-do-wells, so their
movements seem much more realistic. And ss'hcn they do final-
ly give up the ghost, some, like the guards, have a last dying ges-
ture: 'Ihey either flail around on the ground before expiring or
the\’ sit up to tr\' to fire one last shot before passing on. So, )'ou
definitely have an incenth e to reduce them to giblets.
Most of the same ])ower-ups are back in Qll, except for the
Ring of Shadows (invisibility), which has been re[)laced by the
Silencer. All power-ups, underwater breathers, and environ-
mental suits can be stored in your inventory and used wlicn
needed. It’s very handy indeed to have on-demand quad dam-
age for those especially hairy moments.
Each unit through which } ou bat-
tle consists of three or four intercon-
nected QUAKK-sized levels. One
annoyance with the new larger“units”
is that whenever you reach a connec-
tor behsecn two levels, there’s nothing
to tell \ou which le\'el )'ou’re about to
enter. Having this might seem like
something of a crutch, but gi\'en the
longer load times between levels, it
would have been a helpful addition.
The Strogg combatants are a little
smarter than their QUAKE ancestors,
though the\’’re still not an especialK'
bright lot. In Qll. some of the baddies
can crouch to duck your shot, though they slay crouched long
enough to become catchers of your lead fastball. l\vo words:
Aim lower. Tire monsters’ /\I routines are scripted, so tliey can't
react d)’namicall)' to what you're doing, but there are some
clever effects. For exam|Dle, some preset events take place at
certain Y-junctions: You might come in, go left, start partying
with a couple of Stroggs, and suddenly realize that you’re also
taking fire from behind, 'Flic other pranksters were lurking on
the other side of the Y-junction and have decided to join the
fun. So, while individual A1 isn't stellar, enemy placement and
clustering can still keep you on your toes.
Ilie three difficulty levels— easy, medium, and hard— seale
up the number of foes and the number of hit points needed to
down your enemies, while reducing the amount of health
scattered throughout the units. Qll doesn’t have a Nightmare
difficult)’ level, but the Hard setting should keep you sufficient-
ly overwhelmed.
Tlie final showdow'n is with the Strogg commander, one big-
assed boss whose arsenal includes a BFG and twin chain guns.
Ouch, Without giving away too much, there's a very cool
sequence during the i^inal Showdown tliat’s reminiscent of
Mens. The final lev'd also has a pretty cool secret that I’ll leave
you to discover.
THAT'S WHAT FRIENDS ARE FOR
One thing that Qii/\Ki': did absolutel)' right was its multiplay-
er gameplay. Qll, therefore, faces a huge challenge to outdo its
[)redecessor in this arena. ’Ihc news here is for the most part
good, witha fewweakne.sses. First, the good stuff:
As in single-pla)'cr action, )'ou can opt to store power-ups or
have them instantly activated. Among the Frags-R-Us crowd
here at CCW, the opinions about power-up hoarding are
mixed. Some like it, while others think it unfairly tilts gamepla)'.
Ihithcr than glowing, a jjlayer with the quad turns blue, whereas
.someone with invulnerability turns bright red. Definitely a case
in which it’s better to give than receive. Another cool addition is
that \’ou get a countdown when a power-up is activated so )X)U
know' when its about to nin out of gas.
Curiously, co-op multiplayer is now-here to be found in QII.
It probably wasn’t the [)referred way to pla)' Qliake multiplayer,
but it w'as fun. Qll no longer supports LAN multiplayer using
the ! protocol; it now uses only TCP/IR Tluinkfully, setting
up'LCP/IP has become much less painful in Windows 95.
Multiplayer gamc[>lay feels similar to QilxkE’s, though your
weapon is held to one side, so
theres a bit of learning curve
to aiming in Qll. You can set
your weapon to be centered,
but it won't be visible. The
bluest dow’ncr in Qils mul-
tiplayer is that tliere aren’t
any levels included that are
expressly multiplayer levels.
All DeathMatch levels are
actual single-player levels,
and while some make for
good DeathMatch levels,
they’re not quite up to the six
>**Conlintjed on pg 134
CCW
MARCH 1998
ACTION
ACTION
■A’k'kik
REVIEW • TOMB RAIDER II
Back In Tomb
Price: $49.95
System Requirements:
Pentium 90 or better,
Windows 95, 16MB RAM
(32MB recommended).
1MB hard-drive space, 4x
CD-ROM, Windows 95-
compatible sound and
video cards.
3D Support: Direct3D.
Muitlplayer Support:
None.
Designer: Core Design
Publisher: Eidos
Interactive
San Francisco, CA
(800) 617-8737
www.eidosinteractive.com
k Bit Less Tomb-Raiding and Some Minor Poiishing Makes for a
Decent Sequel
by Thierry Nguyen
ho w;is il, I won-
der, that .started
the idea that
archaeology is a
sexy profession.
{Okay, 1 also won-
der how [.ara
Croft can run
around Tibet in
short-shorts, but
tliats a different topic.) in all the
Indiiinu Jones movits and in Toxin
archaeology looks to be a
career full of danger, intrigue, and many
tombs. In reality, the job usually
involves endless, monotonous digging
and sifting, but you can continue the
fantasy ideal of archaeology via the lat-
est installment of Core Design’s ToMB
HxiDK.It .series.
DEADLY DAGGER
In the original Tomb RMni'',Ryou
searched for the Scion that w ould
unlock the secret of Atlantis and its fate;
Tomb llxiniai 11 has you going after the
my.stical Dagger ofXian. llie game
opens with a fancy-looking h’MV
sequence demonstrating the pow cr of
the Dagger, as it turns its owner into a
Dragon, You then .see it buried beneath
the Great Wall of China. Tiats your
► WITHIN YOUR GRASP This is the Temple of Xian, where the famed Dagger resides.
Don’t think your quest ends here though.
► welcome back Many of the new levels are outdoors or under-
water, but the Tibetan foothills are reminiscent of Tomb Raider,
setup. Unless you opt for training in
Diras mansion, .starting the game will
whi.sk you off to the Great Wall w'hcrc
you then begin your journey through IS
game Icv'cls.
MORE GRAPHICS
ThegameplayinTOMR llxiniaill is
identical io that in its predecessor. There
have been no serious overhauls here;
mosl of the changes are minor tweaks,
fixes, and additions.
Lara has a few new mo\’cs and a few
new weapons. She now' shows a new'
style of climbing and has the ability to
flip undenvater
and in the air,
Tliegamefea-
hircs a few w'atcr
threats and some
pu//,lcs that
require you to use
her new' moves,
lunally, there arc
a few instances in
which lAira gets
to pilot s'chiclcs (a
.speedboat and a
skimobile).
As for her
wea[)ons. the
magnums from the original game arc
gone. In their place are full-blown auto-
matic pistols, 'ilicre is also a harpot.)n, a
greuadc-lanncher, and an M-16, In
inventory, the only additions are flares
and three Dragon Statues, which .signih’
secrets in each !e\'el.
One of the more hyped-about
changes in Tomb Raider 11 is Liras
famed ]X)nytail. WTen 1 finsl heard about
it, I scoffed. I must admit, though, that it
did look prctt\’ cool, as the ponytail
reacts to the enviroiiment, swa)'ing rcal-
isticall)’ in the ss'ind or water, or under
the force of gravity,
/Xnother hyped graphics change is the
dynamic ligliting. It’s also done well and
is be.st demonstrated by either throwing a
flare or firing a grenade dowii a dark tun-
nel, 1 ara has a limited suppi)’ of flares,
though, so )t)ii may need to use your pis-
tols (which still have unlimited ammo)
as a substitute flashlight.
1b complement the improvements in
the graphics. Core Design has
enhanced the game’s sound. Urcre’s
more speech this time, as well as better-
sounding w'capons. 1 lie magnum and
the U/,i used to .share a very flat, dull
firing noi.se, but now' game .sounds pack
a punch.
A
ccw
MARCH 199B
TOHB RAIDER II • REVIEW
LESS TOMB RAIDING
Altliough the engine and gameplay
are basically the same, the setting has
undergone a significant change. There’s
less emphasis on tombs this lime, as you
explore levels ranging from the
Catacombs of Talion and the Wreck of
the Maria Doria to Venice and an
Offshore Oil Rig,
The level design in this game has
improved significantly Many of the lev-
els are more interesting architecturally,
and the traps are a lot more devious.
'This game is definitely tailored for the
To.MB Rmder veteran, not the newbie.
Quite a few of the traps are based on the
"die and restore” priirciple, in which you
die when you first encounter the trap to
see how it works, and then restore a
► massive machinery Tomb Raider II ai
new textures for the various new levels,
this unden/vater shipwreck.
saved game to tackle it seriously.
You'll need to save a lot more fre-
quently this time. While these
traps were annoying, others simply
required a good sense of timing
and some quick thinking. A good
example is the small gauntlet of
razor blades, spikes, and boulders
in the first level; consider it a test to
see how well you'll do in tire rest of
the game. Between the levels,
you’ll sometimes get either a pre-
rendered or in-game cut-scene
detailing more of tire story.
Tire enemy variety has also
widened a bit. TTie previous game
focused more on animals and exotic
creatures. Now, we get animals, some
exotic beasts, and a lot of humans. Tomb
R/MDER was slower paced, as
ihe animals came at you every
once in a while; but TOMB Us
pace has been quickened with
more human opponents popu-
lating the levels. The human
opponents brandish weapons
ranging from simple baseball
bats to nasty flamethrowers,
Tire animals look much better
now, but the humans look
primitive in comparison.
The game is improved, but I
still have some issues with it.
□ds many
such as
Lovable Lara
I f there is one thing 1 learned
from Tomb Raider, it’s that
martteting can do wonders for
a game. Eidos has managed to
create the most hyped character
in the history of gam-
ing. Who else but
Lara could be the ,/ \
oniy fictional char- T ”
Digi^Ps List of l ]H
Influential People in
the Computer
It’s also painfully
obvious to whom
Eidos was marketing
this game. Lara again
sports a tight shirt and
short-shorts through her adven-
tures, which makes even less
sense now that she is traipsing
around frigid Tibet. I guess a
wetsuit and bomber jacket could
be considered an Improvement,
but she’s still got those neaiiy
nonexistent short-shorts. And
. when she’s in
^ a skimpy
J nightgown
'C - : / and taunts
1^ / you at the
J conclusion,
you km\N whom
the game was
made for.
It’s too bad more
emphasis was placed on
^ Lara’s looks than on the
game’s content, if Core Design
had concentrated more on the
actual game, Tomb II would’ve
probably been a contender for
action game of the year.
LARA'S RIDE Now Lara gets to pilot speedboats and skimobiles
in certain le^ls.
Core has added better lighting and tex-
tures, but there are still horrible clipping
problems. Lara’s arm often disappears
into the wall, and in some rare cases,
enemies waltz right through doors. Also,
the plot is weak, with virtuallj’ no back
story. Lara decides to go after the Dagger
in the Great Wall. . .well, just because.
At least money was offered as the moti-
vation in the original.
Finally, the biggest issue is a simple
case of sequelitis. This is TOMB Rxider
but with more guns and better level
design. Some people don’t mind this:
Doom 11 did the same sort of thing, and
it’s not necessarily bad. But because this
is essentially the same game, much of
the freshness of the original is lost.
The bottom line is this; If you liked
the first Tomb RAiniai, you’ll probably
like this one. They’ve made enough
changes to make it interesting, but its no
longer breathtaking. If you didn’t like the
first game, this won’t make you change
your mind. Newcomers on their first
date witli Lara should be warned that
Tomb II was made for veterans who
completed the first game. A third install-
ment is planned, so let’s hope that Core
pulls some new tricks out of its hat and
gives us a better edition next time. %
^APPEAL: Fans of the original,
action gamers who like tough puzzles.
^PROS: Some beautiful levels; better
pacing and puzzles; improved graph-
ics and sounds.
►CONS: Weak
plot; puzzles may
annoy beginners;
some of the o d
engine troubles
remain.
MARCH 1998
ccw
ACTION
1,1
K.Gatnes]
Id of WoBMs2,''Tfifs.aifi!lf
me flf reirenge and mean-Tninded cruelty
features a mind-ldnmng array of wariy weapons.
Wtty speecfi, dynamite sound effects and original
music. Brain-ticiling strategy and politically correct
violence. Go it alone Worm&o-style against 11 other
Worms in the 18 player hot-seat game, or wage 6
player mayhem over a lAH or the Internet!
Visit your local retailer or call 24 hours:
1-800-695-GAME (U.S. and Canada)
www.worms2.com
wiNDOWS-gs
If you're fjreathiiigr you won't
[36 able to stop playing it!
www.microprose.com
GO TO #099 ® www.computiergaming.com/infolinh
C-POLICE • REVIEWAAAAy
Blue Wonder
Psygnosis Puts Out a Dazzling Sci-Fi Helicopter Shooter
by Scott A. May
I f you’ve l)een wailing to buy a
3D-accclcratcd gra|)liics card,
Psygnosis may liave come up
with a reason you simply can’t
refuse: C-POUCE, Ported from
the original Pla)'Station version
(excellent in its own right), this
Win 95 sci-fi shooter emerges as
one of the fastest, most visually
im[)ressive arcade games ever
made. Tliis isn't just empty praise. One
look and )Ou’ll be a believer.
The game begins \\ith a lengthy FM\^
sequence to introduce the back stor)' and
the intricate plot. In the 21st centiir)'.
Earth has been rendered a dead planet,
thanks to years of environmental
neglect, resource plundering, and war.
Nations and governments have toppled,
and the entire planet is no\s’ controlled
by a handful of greedy, global corpora-
tions. I'lungry for new resources,
humans have begun to colonize and rav-
age the worlds beyond Earth.
One such space colon)' has sprouted
on Callislo, one of Jupiter’s moons.
Because thcrcs no life-sustaining atmos-
phere on Callisto, the surface consists of
a large complex of interconnecting
domes. Some domes contain large
urban sjjrawls, complete w'ith massive
sky'scrajrers and busy spaceports. Out-
lying domes house smaller communities,
fanns, and mining operations.
'lb maintain law and order on
colonics such as Callisto, Earth’s coqro-
ratc leaders have created a galactic
jjolicc force called the G-l\)lice. As Jeff
Slater, a emsty war veteran and master
pilot with an asteroid-sized chip on wiir
shoulder, )Ou join the G-Police to inves-
tigate the tragic, unsohed murder of
)(nir sister, a fomier G-Police pilot.
Before you solve the murder, though,
)'Ou have to play cop: tracking smugglers,
securing zones, scanning for contraband,
► CATCH THE WAVE Gamers who have 3D
in G-Police, such as this series of shock
accelerators will be overwhelmed by the stunning graphics
waves set off by your deadly bomb.
and blasting various evildoers. Along tlie
w'ay, you’ll uncover clues not only to your
sister’s death, but also to an ominous
conspiracy that reaches directl)' into the
corporations themselves.
CRY HAVOC
You begin G-Poi ,ICE piloting an
assault vehicle called the DASA-Kamov
gunship, a HAVOG-style helicopter
anned to the teeth. 'Ihough futuristic by
toda)'’s standards, this airship is consid-
ered a rickety bucket of bolts by the
game’s lead character. But therein lies its
charm. Wiile other shooters, sci-fi or
not, outfit their players w'ith the latest
and greatest fighting machines, there’s
something romantic, la Rond Warrior,
about placing a bruised and beaten hero
behind the stick of a lcs,s-than-perfect
vehicle. It not onty offers a greater chal-
lenge, but also com'cys the idea that true
fighting spirit is measured by inner forti-
tude, not outward flash.
'Ihe gunship uses an arcade flight
model, w'hich is both good and bad.
Helicopter fanatics may
consider it superficial, but
then again, the game does
not pretend to be a tnie
flight sim. On the other
hand, for anyone w'ho has
ever struggled to learn true
helicopter flight dynamics,
it’s a w'cleome simplifica-
tion. Tlic truth is, this gun-
ship flics and controls
more like a hovercraft
than a helicopter.
Wliatever your opinion of
the flight model’s realism,
this is certain; Gontrol is
fast, tight, and responsive.
Novice pilots can go
througii several training
missions in order to
acquaint themselves with
the gun.ship’s navigational
systems, inaneuv'erability,
and ordnance.
Price: $49.99
System Requirements:
Pentium 133 {P166 rec-
ommended), Windov^s
95, 16MB RAM (32 MB
recommended). 2MB
hard-drive space, 4x
CD-ROM drive; sup-
ports Direct Sound-
compatible sound
cards, joysticks, MMX,
and AGP technologies,
3D Support: Direct30.
AGP,
Multiplayer Support;
None.
Designer: Psygnosis
Publisher: Psygnosis
Foster City, CA
(415) 655-8000
www.psygnosis.com
MARCH 1998
ccw
ACTION
The most anticipated BJ?G of the year.
In the FORGOTTEN REALMS®, we ve lived through foul pestilence,
vicious battles, exorbitant taxes, and even the occasional dragon. But
when HE showed up, things really started getting ugly.
Prepare to be immersed into a world of intrigue and mystery on a
perilous quest to rescue a storied land from impending war. Even your
own soul is at stake as you and a party of adventurers become entangled
in a dangerous riddle of betrayed alliances, dark prophecies and murder.
Will you become the unlikely hero of the story, or merely another of
its unfortunate casualties? Before you answer, the big guy here might
have something to say about it.
Explore an immense, intricate game world - from cloud-covered
mountains & rain drenched plains to dark catacombs & abandoned
temples - all meticulously rendered in lush, i6-bit SVGA graphics.
Invoke more than too spells - Freeze enemies with an icy blast
from a Ck)nc of Cold, or incinerate them with a searing stream of
magical flame.
Push your leadership skills to the limit as you guide a party of up
to six characten, each with a personality that affects gameplay.
Don’t let your stubborn fighter pummel the arrogant thief - you
may need their teamwork in your next battle.
Create your character from six AD&D® races and 26 different
classes and subclasses. You control every attribute, down to skin
and hair color, weapons, and armor - all accurately
depicted on-screen.
|;||l) J/ ,y^ e BY(iAM£RS.FOIIGAMI!KS' Du ngSonsScDrag OnS*
www.interplay.com
i resorvod. BALDUR'S GATE. FORGOTTEN REALMS. Ihe FORGOTTEN REALMS logo, ADVANCED DUNGEONS & DRAGONS, AD&D^ Uia AD&D logo and Uw.TSFtlOBO
Coast, Inc., and are used by Inteiplay under license. Interplay, Ihe Interplay logo and "By Gameis, For Garners." are irademartw.ol IntarjHay ;PF;aduoltone.WI,tt9ftl»i«arViKtTh»BldV
I rights reserved. Exclusively licensed and dlsltlbulad by Interplay Productions. All olhor copyrights and tradernarKs are the properly tS'tbeii'f^p^ive owners.
GO TO #076 @ www.cornputergamlng.ccm/infolink
ACTION
REVIEW • G-POLICE
THE DOGS OF WAR
Gameplay is comprised of some 35
mi,ssions, with fascinating InMV
sequences interspersed to advance the
stoiy'line, introduce new characters, and
build upon the sinister plot. Missions are
strictly linear, whicli means you must ade-
C[uately complete one before heading to
the next. Most missions have both prima-
ry and secondary goals. I'ailure to com-
plete a goal requires that )'ou start tlic mis-
sion again from scratch. Games can be
saved between missions, but not in-flight,
which makes some of the later, lengthier
sorties frustratingly difficult to finish. On a
negativ’e note, the first half of the game
has some pretty repetitive missions.
Persevere, however; it’s well worth it.
'llie game defaults to first-person
view, although multiple camera
angles — sueh as ehase, fly-b)’, and over-
head-can be accessed via hotkej’s.
There’s plent)’ of heavy weaponiy' to
a-ssist and amuse you l!m)iighout the
game. Your standard weapon is a nose-
mounted 30mm fixed cannon, featuring
an extremel}' high fire rate and an annoy-
ing Icjidency to overheat. Otlier ordnance
includas a variety of short-, medium-, and
long-range missiles; bombs; lasers; plasma
launchers; and pulse paraly/ers.
Tlie new wea[Dons pack a wallop, but
my favorites arc definitely the slarburst
dispersion missiles, which launch in
bursts of eight, and the lOOOKg bomb,
which unleashes a shockwave unlike
anything else }ou’ve ever seen.
EYE CANDY
ideres tlie l>est part. G-POUCE features
gra[5hics that arearguabl}'the most elaho-
rate and fantastic to ever grace the coin-
jjutcr screen. Although the game doesn’t
rec|uire a 3D-accelerated video card, its
beauty caiVt be lotall)' appreciated without
one. Most missions take place in city
domes, with mjTiad skvserapers, each
MlP-ma[j[Ded with stunnuigly realistic tex-
tures, Hashing lights, signs, and billboards.
Like scenes from Blade fti/rner, these
urban vistas are absolutely furious with
activity, both on the ground and in the air.
Other grajjiiic goodies include spec-
tacular explosions, transparencies, light-
source .shading, and lens flares. If you
don’t hav'c a beefy machine, )ou can
toggle various graphics effects. Tested on
a P233MMX with both 3D Blaster and
Monster 3D cards installed, with all set-
tings on high, the frame rate and control
were absolutcl)' liquid. Tire game is even
.smart enough to recognize multiple
2D/3D cards, allowing >'ou to pick v our
preference before loading. Finally, this is
one of the first games to support the new
Pentium II with AGP technolog)'.
Blazing action, resplendent gnijjhies,
and an intelligent story line — C-PoiJCIi
has it all. If you rate a games enjoyment
by its "wow” factor, put this one at the lop
ofyourlist.%
^APPEAL: Advanced-level sci-fi
blast masters.
^PROS: Knockout 3D-enhanced
graphics and sound effects; large
variety of missions and locations;
genuinely interesting story line.
►CONS; Steep
system require-
ments; no multi-
player options;
missions eventu-
ally become
repetitive.
^ The End of
Console Crud
F or years, computer play-
ers have thumbed their
collective noses at
games ported from consoles,
and for good reason. Typical
console ports have been shod-
dy, designed simply to
squeeze more revenue out of
popular videogame titles. How
else can you explain the likes
of Mortu. Kombat, Ten Pin
Alley, or Madden Football on
the PC?
Psygnosis has changed all
that with G-Police, a
PlayStation conversion so
good that it does more than
merely raise the stakes for
other publishers: It sets a
whole new standard of excel-
lence. From here on out, PC
gamers should expect nothing
less than what Psygnosis has
painstakingly achieved. Hell,
we should demand it.
Much credit goes to sec-
ond-generation programmers
who now fully comprehend the
power and potential of 30
accelerators. Let’s admit it,
PC gamers have always been
secretly jealous of their con-
sole counterparts. What con-
sole games lacked In depth,
they more than made up for
with a combination of test
action and killer visuals,
thanks to dedicated graphic
processors. At long last, the
tide has turned, thanks to
advances in PC hardware that
have been long overdue
But the ultimate kudos
should go to the new genera-
tion of console-to-PC
conversion artists who finally
take pride In their work.
Programmers like the in-house
crew at Psygnosis are begin-
ning to deliver quality prod-
ucts far beyond previous
expectations.
So thanks, Psygnosis, for
throwing down the gauntlet.
G-Police proves how extraor-
dinary console conversions
can be.
A
ccw
MARCH 199B
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■M-k-k REVIEW • MANX TT
Moto Chaser
by Kelly Rickards
Price: S30.00
System
Requirements:
Pentium 90,
lA/inctows 95, 16MB RAM.
3D Support: 3Dfx.
Multiplayer Support:
lodem, serial link (2 play-
irs), LAN (2-8 players): 1
CD per player.
Publisher: Sega
(888) SEGASALES
www.sega.com
S ega iias once again clipped into its
huge library of arcade titles to
bring a fast-paced motorcycle
race)- to the PC world — M/\NX TT,
its 1995 motorcycle racing sim
based on Englands annual Isle of Man
Trophy Race.
Graphically, M/\NXTT is breathtak-
ing, especially with a 3Dfx board. Tliis is
the first Sega PC game that looks better
on the PC than in the arcades. Texture
detail is vivid, with realistic polygonal
models, 'lire frame rate was smooth,
never dipping below 24fps on a 3Dfx-
enhanced P200MMK Overall, M/\NX
has a visual flair that’s hard to fault.
Manx enjoyed only lukevs’ami success
in the arcades. Part of the proldem is that
the game only had two tracks.
Unfortunately. Sega didn’t add any
new' tracks to this port. Since the
game is based on the Isle of Man
Irophy Race, there is really only one
racing course in the game. Players
can race a long and a short version of
the main course, and the PC version
adds reversed/mirrored versions of
each track (so >ou can race them
backAvards), but thats it.
lire gameplay is fast-paced and
fun, but lack of variety really
inhibits the overall playing experi-
ence. For what amounts to just a
REVIEW • QUAKE II
^*>Conlinued from pg 123
DeathMatch levels that shipped with
the first QUAKE.
On the upside, QIls DeathMatch
players look much better and have a v-aii-
et)' of skins, both male and female. In
addition, there are three wave gestures
you can flash opponents; the salute, the
crotch-grab, and the bird.
HARDWARE ACCELERATION VS.
SOFTWARE IMAGE QUALITY
Qu.-xkE had 3D accelerator support for
Rendition when it shipped, and it was
ported to run on OpenCL, nmning best
on 3Dfx. Qll has again opted for
OpenCL and has specific ])orts for 3Dfx
and 13>wcrVR If )uu have a 2D/3D
board with an OpenCL driver (like a
Pemiedia 2-based board), Qll should
mn accelerated on your sj'stem. Wlien
hardware accelerated, the effect is noth-
ing siiort of stunning. Improved dynamic
lighting, colored lighting, and higher pol}'-
gon counts on the models all contribute
to create a much more com[)eIling effect.
^\dlen the game runs in software, many
of the lighting effects aren't present, and
QIl’s image quality does suffer. Despite
the sy'steni requirements listed on the
box, Qll doesn’t really mn well unless
)ou’vcgot more than 32MB ofsj'stem
RAM. Tliere was some lag in weapon
switching on 32MB rigs. Some of this
latency is built-in and designed to be
part of the gameplay, but at times it
would actual!)' pause the game while
it brought up the animation for the
new weapon.
\
BAD GUY 60 BOOM Things, and monsters for
that matter, blow up with great fanfare, com-
plete with particles.
IN THE AFTERMATH
Does Qll deliver on the promise
of being a solid sequel? Well, in a
two-track
game, Manx
T l' does sport some decent
features. 'Ihcrc are four different
modes of play; arcade (the original two
arcade tracks), PC mode (extra mirror
tracks), time trial (basic practice), and
netw'ork (multiplay for eight).
In the end, Manx u'as a bittersweet
game experience. 1 finally experienced a
graphically rich conversion of a high-
powered arcade game, but couldn’t find
enough to keep me happy. ^
^APPEAL: Fans of arcade racers
and hard-core Sega buffs.
^PROS: 3Dfx version offers true
arcade-quality
graphics; acces-
sible, fun game-
play.
►CONS: Too few
tracks; very little
replayability.
word, yes. 'ITere are a few missing
ingredients— co-op multiplayer and
specific DeathMatch levels, to name
two — but the improved single-player
gameplay and stellar lighting effects
(when mnning accelerated), not to
mention a plausible back story, do lake
Qll beyond the Qli.'\KE experience. If
you’re a QuAKii; zealot, tlien QUAKh; II is
an absolute must-have. If ) 0 u’re won-
dering what all the fuss is about, pick up
a copy and find out. S
^APPEAL: Action gamers looking
to dive head-long Into visceral may-
hem and, oh yeah, beautiful scenery.
^PROS: Improved single-player
gameplay; addictive multiplayer
action; Immersive, beautiful graphics;
colored lighting effects in hardware
acceleration.
►CONS: Al Is still
pretty dim-witted;
some obstacles
become tedious; no
specific Death-
Match levels; no
co-op multiplayer
mode (yet).
ccw
MARCH 1998
<ui-
■?
0 ,
me. \Vli
liip me. JiihL cIoivI lill llial'QuiL'l)iillon.' ConsiJer it you/
Uillle cry. 'I'lu-n I )rinq-.6ti tlie Hlielelal >\’arrior8. /.omLlcH and o\'er nO
oilier undead clenizen.s. Ilaclionc isaclianeelo sliee and 'dleclilieuGin.su
linile Aone liad. An opporluniU’ lo huiHlei- llie 13 dealli implemenUs at
GO TO fl276 @ vmv.computergaming.com/infolink .
ACTION
REVIEW • TEST DRIVE 4
Price: $49.95
System
Requirements:
Pentium 90, Windows
95, 16MB RAM,
220MB hard-drive
space, 2x CD-ROM
drive: supports ail
major sound cards.
3D Support: SDix.
Muitiplayer Support:
Serial, modem (2 play-
ers, 1 CD per player):
LAN (2-8 players, 1
CD per player).
Designer: Pitbull
Syndicate
Publisher:
Accolade, Inc.
San Jose, CA
800-245-7744
www.accolade.com
Flat Tire
Test Drive 4 Will Test Your Patience and Drive You Nuts
by Gordon Goble
D on't believe e\’erytliing
you read. On the box of
Accolade’s Tes'I’ Diiivi': 4,
it says in big, l3old print,
'“'lest Drive 4 is the clear
choice for BEST lUC-
ING GAME OF 1997."
'Iliis leas es me with but a
single question: Idas the
author of this drivel
played any other racing games lately?
Tl>f is the latest in the long-running
Tes'I' Drivi: line, and it continues in the
same direction as its immediate prede-
cessor, Te.S’I DlUNTi: 0FFR0,\D.
Unfortunately, that direction is downhill.
Accolade has dumped the four-wheeling
taicks and gone back to the original
ThS'I' DrI\' 1 '. format of exotic cars, high
speeds, and ]3avement. It doesn’t help.
Gonsider ’I D4 a substandard sibling
to EAs Nf.W') l•OR Speed II, from 'FDds
copycat introduction right on thraugh.
FIRST, THE GOOD NEWS
‘^Dic game docs offer 6 twisting high-
way and backroad courses from around
(he globe, as well as 10 \'ehiclcs, includ-
ing“cxotic.s" like the Dodge Mper, and
“muscle cars” such as a ’69 Ciicvy
Gamaro. So far so good.
In stark contrast to the lamenc,ss that
surrounds the rest of the game, Ihe driv-
ing physics model is surprisingly con-
vincing. From general acceleration to
handling and braking to the differences
between each vciiiclc, the sensations are
quite believable. Tire problem? All of
the abos'c a])]3lies only whcti
your speed is at a
minimum.
f BUMP AND RUN Although the tracks look
gameplay at high speeds is too frustrating.
THE BAD AND THE UGLY
Once you rcaZ/Estart moving, ' I T)4
becomes far more arcadelike than any
"test drive” should be. If you ever [>laycci
Polp: Po.si noN, )ou’\'e got the piclure.
Subtlct)'? I'brget it. Grank )’our joy-
stick hard to the left, crank it hard to the
right, and repeat. You’ll bounce around
some and, if you’re lucky, may go a full
half-minute without blasting into one of
)’our unintelligent peers, oncoming traf-
fic, or the annoying invisible barrier pro-
tecting the noninlcractivc scenery. Al
least Accolade had the good sense to
build in some intere.sting acrobatics,
Grai^hics, meanwhile, are a mixed
bag. w'ith more bad than good. On the
upside, the racing environments are real-
istically rendered, with varied, remark-
able settings, 'ihcrc arc nice touches
like authentic da,sh-
► STINGRAY Test Drive 4 does offer some very cool cars, including Con/ettes.
boards, .semitranspar-
ent smoke, and air-
planes that fly over-
head. On the down-
side, the .scenery is
cursed with Ions of
]X)p-throngh— you’ll
see some of the out-
side world fiom inside
a tunnel, and some-
limes you’ll even drive
through cars.
The frame rale siif-
nice, the erratic fe mightily it you
don't havca3Dfx
card, unless you play
in low-res mode or a half-size window.
Off the track, TD4 is a cumbersome
mess Willi no mouse su])port whatsoev-
er. It also forces )’ou to rcsclect options
every time \ on load llic game. To make
matters worse, )oii’ll tia\'e to choose a
steering wheel just so the game recog-
nizes the buttons on your joystick.
After all this, is il any surprise that a
season cannot be saved? Or that the race
distance and eniranfs are fixed? Or that
there are no car ciisloinization options?
Or that, even with more than 200MB of
installed files, CD accc.ss is everywhere,
and you have lo endure several screens
of legal documentation every time you
begin the game? 1 thought not. At lea.st
TD4 comes with an uninstall feature. S
^APPEAL: Fans of bang-bang
arcade racing with a dynamic
driving model.
^PROS: Circuits are challenging,
thoughtful, and realistic; cars exhibit
individual characteristics.
^COHS: Slew of interface, control,
and execution problems; graphics
are bad on non-
3Dfx machines;
Al drivers that
are way too fast
and stupid; driv-
ing physics are
nonexistent at
high speeds.
CGW MARCH 1996
eiDOs
INTERACTIVE
You’ve been warned.
www.eidosinteractive.com
Ancient wisdom says it rocks.
Did you doubt that Lara would be back?
Real time. Real Strategy.
An epic adventure of good and evil.
ACTION
I -k-k-k-k REVIEW • 3D ULTRA PIHBALL: LOST COMTIMENT
Pinball Lizard
by Shane Mooney
T here filially seems to be a trend
among developers to put more
story into their action games.
Sierra evidently decided that even
a pinball game could use a good
plot, and believe it or not, it uorb.
3D Uenu Pinb,''lLL: Lost Con-
'ilNl'Xrs opening animation shows a
small plane crash-landing on a Lost
Price: S44-95
System Requirements:
486/DX66. Windows 95.
SMB RAM.
3D Support: None.
Multiplayer Support:
Hotseat (2-4 players).
Publisher: Sierra On-Line
(800) 757-7707
www.sierr3.com
World brimming with thunder lizards. Its
up to you to guide the planes three pas-
sengers through the perils of the Lost
Continent. . .by playing pinball.
Tlie 16 table.s found throughout the
island are multimedia extravaganzas
bursting with glorious sound effects,
impressive graphics, and surprisingly
entertaining gameplay. On one table,
you’ll use a pinball to lake down a
carnivorous dinosaur, then navigate
that same ball into a strategically
placed cave to advance further
through the steaming jungle. As
you i^rogress, more of the story (as
Lven on a
Pentium
11/266, the ball would
Sometimes freeze momentarily. And, at
times, the goal of each table was just loo
obscure. I^lus, theres no printed manual,
only measly online documentation.
But all these minor annownces are
easily countered by the realistic pinball
physics, immersive environments, and
plot-driven play. ^
^APPEAL; Pinball fans looking for
a solid shot in the arm for their
favorite gaming genre.
well as additional supporting char-
acters) is revealed. While most pin-
^PROS: Realistic pinball “feel,”
superb multimedia elements.
ball games motivate you solely to
beat the current high score, this
one actually adds an adventure ele-
ment to the mix.
>CONS: A bit
too easy, some
table goals are
obscure, pinball
purists will decry
1
i
w'ithout flaws. Tliis game is going to
tap your hardware pretty heavily.
tradition.
m
s
Powerfup your PC &
reOTly>:(^p epic air
: / ; Jf
MEN IN BLACK; THE CAME • REVIEWS A
Extrateirestrial
Ennui
SouthPeak Can’t
Cover Up Men IN
Black’s Basic Flaws
by Steve Poole
E liinciiig over tJie games
based on movies released
in the past lew years, you
iniglit wonder why any
game publisher even [)ur-
sues the concept aiu'inorc.
SiARTREK; GENER\nO\S,
Ti II' Lwwmow'I' R M/\n,
Blown Away, Johnny
Mnemonic, Congo —
all these and others serv'ed only to prove
there’s a lot more to making a great game
than acquiring a hot mo\ie license. In
fact, Beth&sda's SkYNiTTand LucasArts'
X-WiNG and DARK FORCES games \s'cre
about the only movie-inspired offerings
that delivered high-quality play.
ANOTHER MOVIE,
ANOTHER GAME
Still, the ap[>cai of Ics'eraging box-
office success to boost PC game sales is
strong, especially when the movie is last
summer’s smash hit Men in Bluck. On
the face of it, MIB seems like a prett)'
good choice if pu’re going to make a
movie-based game — its bizjirre aliens,
high-tech weapons, and tongue-in-cheek
plot are a nice springboard for an action-
advenhire game. Unfortunately, MIB;
Ti tE C/\Mii suffers horn a double wham-
my: Serious gamers will be dissatisfied
with the lack of depth, and casual
gamers lured by the movie tie-in will be
left cold by the game’s average graphics
and lethargic voice-acting.
The engine takes its cue from games
like Ai-onk in ii IE Dark and Bioforce.
From a third-person perspecth e, you
control Agents j, K, or L (the Jones,
Smith, and I'lorentino characters from
► PUZZLE ME THIS One Of the game’s few bright points is this challenging
puzzle In the Amazon.
the flick) as they investigate mysteries in
the/Vctic, the Amazon, and the ficti-
tious Frales Island. Complementing your
standard MIB pistol are e.\oticall)' named
weapons, such as the “Scries 4 De-
Atomizer” and thc“Pulsar/\mi Cannon.”
In some case.s, though, you’ll have to
square off barehanded against evil aliens
and humans.
MIB does add a few traditional
adventure-game elements to its mn-and-
gun game[>lay. Most puzzles are straight-
forward — use an inventory' item on an
object in the game w'orld — but a cou])le
of missions rcc|uirc you to solve some
slightly tricky logic puzzles, loo.
MUCH LESS THAN
THE SUM OF ITS PARTS
MIB has the core components of a
good game, but for various reasons they
simply don’t add u|) lo very much fun.
Remember tho.se fancy weapons? Well,
you can carry only one on each mission.
Not that it maflers much, .since each
weapon looks dral) and packs a nearl)'
identical punch. Mand-to-hand combat
can be needie.ssly difficult because of
l^crspcctive problems, but then again,
once you master the kej's, outfigliting
your enemies becomes a breeze.
MIB has numerous other shortcom-
ings— nonconfigurablc keyboard
commands, no gamepad support,
strained attempts to du])licate the film’s
humor, weary' voice-acting, too few alien
types, and a kludgy' interface for explo-
ration. Look past those problems and
you'll find perhaps the biggest drawback
{)f all: Its w'ay too short. Set aside one or
two sticking points, and you’re looking at
somewhere between one and three hours
per mission for intemiediate players.
Duplicating the excitement and fun
of a mo\'ie such as Men in Bbckin a
computer game is a tough row to hoe,
but that doesn’t change the fact that
MIB: 'The Came is, at best, merely aver-
age. Civen w'hat gamers have to choose
from, that's just not good enough. %
^APPEAL: Gamers who are looking
for a watered-down version of the
movie with average action and
puzzle-solving.
^PROS: A decent mix of action
and puzzle-solving.
^CON& Too few and undifferenti-
ated weapons;
uninspired voice-
acting; drab
aliens; cumber-
some interface;
too little and too u
shallow game- I
play.
=
Price: S39.99
System Requirements:
Pentium 100, Windows
95, 16MB RAM (32MB
recommended), 10MB
hard-drive space, 4x CO-
ROM, 2MB video card,
SoundBlaster 16-compat-
ible sound card.
3D Support: None.
Multiplayer Support;
None.
Designer: Gigawatt
Studios
Publisher: SouthPeak
Interactive
Cary, NC
(919) 677-4499
www.50uthpeak.com
ACTION
ACTION
REVIEW • EXCALIBUR 2555 A.D.
A
Price: S39.95
System
Requirements:
Pentium 100. 16MB
RAM, 20MB hard-drive
space, 2x CD-ROM
drive, SVGA video
card; supports Sound
Blaster-compatible
sound cards-
3D Support: 3Dfx.
Direct3D.
Multiplayer Support:
None.
Designer; Teistar
Electronic Studios
Publisher: Sirtech
Ogdensburg, NY
(800) 447-1230
www.sir-tech.com
Excali-bore
Sirtech's New 3D Action-Adventure Game Is Anything But Magical
by Mark Clarkson
I n 2555, the mega-
lomaniac Dcla\'ar
decides the one
thing he needs to
cement his plans
for world conquest
is the fabled sword
Excalibiir. Dela\~ar
invents a time
machine and
sends a few of his plug-
uglies back to Camelol to
snatch the blade.
In response, Merlin the
Magician invents a time
spelt of his own to jump
into the future and
retrieve the stolen blade. Now, he lust
needs to get a champion to single-
handedly fight legions of evil future bad-
dies, evade myriad traps, and wTcst
Excalibur from Delavar’s Nnllainous
grasp. Merlin chooses his young niece,
Beth, for this heroic task.
NICE SWORD Merlin's niece Beth, sans pants, arrives in the year
2555 to retrieve Excalibur. You must guide her from sometimes
awkward points of view.
card. (A promised patch should be avail-
able by the time you read this.)
Hie documented DirectBD mode
was missing entirely'. 'Flic 8-bit software
emulation mode did work, but the results
were so ugly that they made me long for
the days of Infocoms wonderful text
games. ’ flic backgrounds are
warped and [jixelalcd, the peo-
ple look hideous, and the spe-
cial lighting effects are agoniz-
iiigly'slow, esen on a P2-266.
If the power-ups hadn’t
flashed, 1 would never have
found them against the splotchy
backgrounds. Secret doors, cru-
cial to soK’ing the game, were
sometimes totally indistinguish-
able from the rest of the wall.
In tnie cliche adventure
fonn, you’re always miming
around on errands to get this
item to trade for this other item,
which in turn needs to be traded for yet
another item. In one le\-el, you need a
key mold. You get it by trading a bottle of
whiskey for it, but to get the whiskey, you
need to trade a locket, hbr the locket,
you need to kill a robber, which you can
do only after trading medicine for a key
to unlock the room where the robber
waits, 'fb get the medicine, you need to
offer a certain paper in trade, which you
get after shattering a block
with a spell, 'ITrat spell you
can get only by grabbing the
s[}ell components from a
room. To get to that room,
you need to throw several
sw'ilches guarded by a
gauntlet of sparking electri-
cal cables. Why couldn’t 1
just iuy the key mold?
Still, its not all bartering
and switch throwing. There's
a little fighting as well.
Unfortunately— and sur-
prisingly— the fighting is the
most tedious part of all.
E2555’s controls are
extremely awkward, and there is no save
game. Instead, tiie game automatically
remembers the highest level you’ve com-
pleted. But if you die at the end of a
le\'el, you have no choice but to play it
over. My advice? Save yourself the trou-
ble and find a good game to play. %
ERRAND GIRL Everyone in the world of Excalibur
2555 A.D, wants something from you.
^APPEAL: Gamers who are glut-
tons for punishment.
^PROS: Full CD speech.
►CONS: Ugly
graphics; unin-
teresting loca-
tions; poor user
internee; boring
and repetitive
gameplay.
WELCOME TO THE FUTURE
Tlie Earth of Sirtech’s new aefion-
advcntiirc, Excalibur 2555 A.D,
(E2555), is a posfapocalyptic hellhole.
Everyone lives underground in cramped
complexes, the upper levels of which are
populated by filthy peasants, .skeletons,
thugs, and wizards.,.just like medies'al
England.
You fight )our way through the levels
using one of two awkss'ard, third-person
viewpoints, 'fhe game boasts 600 loca-
tions, but many are empty hallways.
'’Ibere's little .sense of continuity since
you cannol see from one room into the
next; open doorwaj's reveal only black-
ness. Worse still, every time you leave a
room, tberes a pause while the next
room loads from the CD.
A VOODOO HEX
E2555 promised great graphics and
amazing lighting effects, but I didn’t sec
them. 3Dfx mode didn’t work on m\’
Intergra[}h Intense 3D Voodoo Rush
CGW
MARCH 1998
TRFiWSCRIPT MESSfiaE RECEIUED 8SMT 16:42 ’4T fl0ROCOLONY RED SECTOR PRIME 4-
Miller-^ Did
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B
NEED FOR SPEED II SE • REVIEW
Just Cruising
by Gordon Goble
A nyone who fancies himself a PC
racer knows the NliED FOR SPEED
fonnula. Take some truly exotic
production and prototy'pe auto-
mobiles. place them on several
imaginative fantasy tracks, and race to
the finish, Tire graphics are strong, the
courses are varied and savagely challeng-
ing, and the car model is a lovely mixture
of arcade fun and simulation precision.
But thats only part of the story. NEED
For Spi'.ED is packed with extra good-
► ROAD HOG The game cam captures a Bomber
BPS muscling its way past a Mustang Mach III.
ies — immersive and flavorfui stuff that
EA didn't have to include, but did. 'llierc
are visual effects (rear-view' mirrors,
authentic dashboards, multiple viewing
options, end-ovcr-end collisions), audio
enhancements (tire sc|ueal, suspension
crunch), and a wealth of options (.single
race, tournament or knockout round;
single- and multiplayer).
Need For Speed 11 SE keeps up the
good work, and the bad. Tlie A1 drivers
don’t race; they shadow. Crash a cou[)le
times, and the drivers will slow
down to keep pace with you. Set
a record pace, and the rest of the
pack will suddenly surge to right
behind your tail. Drivers would
sooner smack into you than
a\oid )ou, and scenery is often
guarded by an invisible “force
field” that sometimes juts absurd-
ly into the roadway,
\Vliat SE does add, though,
are four new cars (including .some
’50s muscle-cars), one new track
(albeit a good one, along the
Net Loss
NETWAR • REVIEW
by Robert Coffey
S ome people have never met a
bandwagon they couldn’t jump
on. For example, someone appar-
ently told Headland that people
like games that pit them against
other humans. Tlie odious result is
Neti'WAR God forbid that these guys
ever hear about M\'ST.
NetWAR serves up a heavy dose of
hackneyed arcade action, in
which gamers maneuver one of
four virtually identical characters
across various killing fields.
I’owcr-nps, including 10 different
vehicles, help you take out other
players. 'Hiere are three different
modes of play; team play; multi-
round deathmatches; and
crowded, anarchic free-for-alls.
Its all pretty tepid stuff
Lame gameplay is bad
enough, but NprrWAR has other
problems. Characters may sud-
denly lose the ability to shoot
when mnning diagonally, and the game
is crash-prone as well, Trying to join free-
for-alls may dump )'0U all b)' yourself
onto a map where no one joins you.
Worse, there are some significant server
problems— bad news for an Internet-
only game. At times, I could only con-
nect to one overworked server. Wlien all
its servers are mnning, Nt-Tl WARhas no
latency prob-
lems, but once
it’s crowded,
forget about it.
Tlie game also suffers
from'shadow frags," w'here it reports
that you died even when you were
nowhere near the action— considering
that player scores are posted, it can get
undeservedly embarrassing.
If you want military', arcade action,
get some quarters and find an arcade
with MI'Tfal Slug. Skip NetWAR %
Mexican
coast), and
3Dfx .sup-
port that
beautifies an already prett)' game.
If you own NFS 11, don’t bother drop-
ping valuable coinage on the mild
upgrades of SE when number III is
invariably around tlie comer. If, on the
other hand, you’ve never experienced
Need i'or Speed, get enlightened. %
^APPEAL: Any PC racer who
didn’t buy Need For Speed II.
^PROS: Arguably the best action
racing game; new track, new cars,
and 3Dfx support make the game
better.
Price: S49,95
System
Requirements: Pentium
90, 16MB RAM,
Windows 95
3D Support: 3Dfx.
Multiplayer Support:
Null modem, modem (2
players), IPX LAN (2-8
players); 1 CD per player
Publisher: Electronic Ad
(800) 245-4525
www.ea.com
LIGHTS ON, NOBODY HOME NetWAR has lots Of
pl^ts blowing each other up, but it also has
numerous glitches and lame gameplay.
PAPPEAL: Give me a minute. I'm
thinking, I’m thinking.
^PROS: There is a $100,000 sweep-
stakes for play-
ers.
kcoNS: Control
problems; server
problems; crash
problems; lack-
of-fun problems.
Price: S39,95
System
Requirements:
Pentium 90, Windows |
95. 16MB RAM.
3D Support; None.
Multiplayer Support:
Internet (2-30 players):
1 CO per player.
Publisher: Headland
Digital Media, Inc.
www.netwar.com
ACTION ACTION
We took a perfectly
good strategy game and
threw in a few curves.
G o ahead and stare. You've never seen
anything like Guardians: Agents of
Jusf/ce’." Never before has a game so
expertly mixed resource management and
intense superheroic battle. Never before
has the army in a strategy game been a
handful of mutant, superbuff enforcers out to
save tomorrow's planet from its own scum. And never
before have there been such shapely superheroes,
as easy on the eyes as they are rough on the rib cage.
Guardians: Agents of Justice is the superhero strategy
game where you call the shots. You can even
customize your own mighty saviors, in case ours
fail to meet your needs. (Somehow, we doubt it.)
AGENTS OF JUSTICE
A SUPERHEROIC STRATEGY GAME •
'.computergaming. com/infolink
'M
4 .- ^
Li J
Rekindle your youth.
Real Combat. Plastic Men.
www.armymen.com
Army Men is a trademark of The 3D0 Company. © 1 997 The 3D0 Company. All rights reserved.
GO TO #112 @ www.computergaming.com/Infolink
MASS DESTRUCTiOH • REVIEW A A
Mass Irritation
by Tahsin Shamma
game with tlie name Mvs.s
Dt:siRUCiiON is bound to elicit a
testosterone-pumped fe\cr for
de\’astation- W'cll, settle clown,
because this game won’t iiwoke
anjihing but extreme boredom. Mass
Dk^RUCHON is the kind of game thals
great for console gaming, but mediocre
in the more complex world ofPCgames.
'Hic basic premise behind the game?
Blow .stuff up. Story and realism has
been tossed out the window in fax or of
the mo.st .simplistic, single-minded
gamepiay. Basically, you drive a tank in
third-person persiieclive
through a series of missions to
destm\’ target objectives,
'llicrc are missions that
require }ou to rescue a
hostage or a\oid destroying
specific buildings, but for the
most ]rart, e\'er)'thing begs for
annihilation,
Ihe first time 1 played the
game, it was cool, lire explo-
sions are big and im])ressive,
despite the mediocre graphics.
But every lime 1 played it
thereafter it left me fiat. For a
game like this, the third-
► KILL THY NEIGHBOR The suburbs Will never be
the same once your tank rolls into town.
person
j)erspecfivc
is a hindrance. You’re
not commanding a tank into a heaxy
barrage of mortar fire; x ou’re drix ing a
remote-controlled toy through a firc-
crackcr-ladcn (obstacle course. /\11 in all,
M\SS DrS’I'RL'C'IION docs simplistic 2D
.shooting well. Unfortunalciy, simplistic
2D shooting doesn’t amount to much
fun gamepiay. %
^APPEAL: Anyone fond of blowing
up everything in sight.
^PROS: Cool variety of weapons;
some tacticai
tank strategy.
kcOHS; Weak
graphics; iimited
gamepiay; too
simpiistic.
Price: 834.99 H
System
Requirements;
Pentium 90,
Windows 95 or DOS 6.22,
16MB RAM.
3D Support: None.
Multiplayer Support: IPX
LAN (2-4 players): 1 CO
per player.
Publisher: ASC Games
(206) 655-0032
www.ascgames.com
WiLLLCZ/V by 3Dfx.
WPW-I-V RPgF n RPFF IJ SEKD S5EED
60 frames per second. Ducking and
weaving becomes an Olympic event.
You’ll have to develop a new set of
reflexes just to keep up.
Best Hardware. Best Software.
fiFA Road To WoiW Cup ’99 imajes ar« courtesy ol Electronic Arts. FIFA Road To World Cup '99 Images are irademarks ol Electronic Arts.© 1997 Eledtonic Arts. FIFA OHidal license product o1 We FIFA World Cop France 98. ©The France 98 Emblem
and OHicai Mascoi aiecopynghl and Uademaik of ISL FIFA Road To World Cup '99 is a iraflemark or registered trademart; ol EfcclronicArts or ils wholly owned subsidiaries Wlhe U S. anii'or olher countries. ©1997 Electronic Arts. All flights Reserved.
CopynghiS 1997 3[}li inleradive. Inc. The 3Dlx Interactive logo. Voodoo Graphics and Voodco^aie trademarks of 3Dtx Interactive, Inc. All Rights Reserved.
60 TO #120 @ www.computefg3ming.com/infolink
ACTION
ADVENTURE/RPG
Jf-k-k-kik REVIEW • THE CURSE OF MOHKEY ISLAND
Monkey Shines
System Requirements:
Pentium 90, Windows 95.
16MB RAM, PCi graphics
card, 4x CD-ROM drive.
Win 95-compatibie 16-bit
sound card,
3D Support: None,
Multiplayer Support:
None.
Designers: Jonathan
Ackley, Larry Ahern
Publisher: LucasArts
Entertainment Company
San Rafael. CA
(415) 985-8227
www.lucasarts.com
With a Treasure Chest of Big Laughs,
The Curse of Monkey Island Is a Comic Classic
by Jeff Green
liilc most gamers
as.sociatc
LucasArLs with
their Star IKan?
games, for some,
the company will
al\\'ay,s be revered
as tlic piirv'eprs
of. some of the
greatest comic
adventure games of all time. With S/WI
& M;\x l-lri-n w. Road, Day or 'it it;
'lY: tsriACU::, and the two MoNKi'ri'
ISIAND games, Luca,sArt.s virtually creat-
ed its own genre — a winning combina-
tion of Warner Brothers cartoon-style
animation and humor with traditional
adventure gaming.
Now, after a hiatus of three years,
L.ucasArls returns to adventure gaming
in a big way with Ti It; CuitSi'; or
MonkI’A' Isi and, a game that proves to
be not just a worthy successor to the
MonkJ'A' Isi and .series, but is— quite
easily— the most entertaining adven-
ture game of 1997.
A PIRATE'S LIFE FOR GUY
For those unfamiliar witli the .series,
the MonkeI’ ISIAN’D games tell the
ongoing tale of hapless, would-be pirate
Guybaish llirccpwood and his stru^le
against his nemesis, the evil undead
j)iratc LcChuck, and the woman caught
between the two: Guybaish’s tnie lo\'e,
Flaine Marlcy,
As Titr Gurse of Monkei- Island
open.s, in a beautifully animated cut-
scene, the lame “It w'as all just a dream”
ending of MONKFA' ISIAND 2 has been
conveniently forgotten (it’s explained,
kind of, later in the game), and we find
Guybrnsh adrift at .sea, hungry and
thirsty and — typical for Guybnish —
oblivious to the food and drink drifting
by under his nose. Before he knows it,
he’s in the middle of a cannon battle
between Flaine and LeGhuck, and in no
time at all, he finds hiiuself a prisoner
aboard LcGhucks ship.
As Guybrush, you must first find a
way to escape from LeChuck’s ship.
Once you do e.scape and drift ashore.
you un\s'ittingly place a cursed ring on
Elaine’s finger, turning her to solid gold,
'lb add insult to injury, the solid-gold
Elaine is then stolen by pirates. Your pri-
mary objcctis’cs in the game are, of
course, to search for a way to remo\'c the
curse and tiien find Elaine.
BARREL 0' PUZZLES
MONKi'1\’ Island is a very structured,
six-act story, but within that framework
tliere’s a great deal of nonlinear action,
Mos1 of it takes place on two large
islands, on whicli you can freely travel
between locations and solve puzzles in a
somewhat (though not aKvays) random
order. Tlicre arc also a few places where
the game makes you confront a .specific
IDredicsiment— such as being swallowed
by a snake, trapped in quicksand, or try-
ing to get your shipmates to stop
singing — and won’t let you jirocceci
until you’ve figured it out,
Aiyonc who has ever played a
LucasArts adventure will be right at
home in CuilSE — no big changes have
been made to the same
SCUMM engine that has
dri\ en all their adventure
games u]3 through I'Y il ,1,
TtmOTiLE andT’HEDlCa
few years back. Now, howc\'-
er, the interface is as seam-
less as could be and is all but
invisible onscreen, leaving as
much real estate as possible
for the games stylish, meticu-
lously drawn graphics — the
best theywe ever done.
Hie gameplay; too, is
nothing we haven’t seen
before; for the most part, it’s
standard point-and-click,
inventory-based puzzIc-soK-
ing. 'file game can be played
on two settings, regular or
“mega monkey,” w'hich is
harder, but e,ssentialiy just
ccw
MARCH 199B
THE CURSE OF MOHKEY ISLAHD • REVIEW
adds more pu/ales (or more steps to the
same puzzles). Regardless of the setting,
the [nizzles are abundant and, for the
imst part, fairly simple— though they’re
tough enough to keep you from breezing
through without a ehallcnge.
'Hie greate,st thing about the game-
play is that, as in all LucasArts ad\'en-
tures, the designers consciously acknowl-
edge that they're operating in a cartoon
world. In fact, they revel in the absurdi-
ties of such a world. Tims, rather than fry'
to offer some kind of half-baked “realis-
tic” explanation as to how Cuybrush
could [Dossibly carry around such things
as a liead-sized block of tofu, the game
sim[)l\' has him shove it casually down
his pants.
Wdiat’s particularly cool is that despite
the fairl)’ silly nature of w-hat )ou jjick up
or how much \ou can carry, the puzzles
themselves follow an internal logic —
and that keeps the game on solid ground.
In the game’s most memorably grolesc|ue
puzzle, for example, you have to figure
out how to get a tattooed map off the
back of a sunbalher. It’d never happen in
the real world — 1 ho[>c — but the way
you do it here makes perfect game sense.
Luca.sArts also does the right thing in
terms of never letting you really
screw yourself over. You can’t die
(except in one of the game’s most
memorable puyzle.s, in which
dying is the object) and you'll
never enter a new section of the
game without the minimum of
w hat )ou need to complete it.
'Ilie only part I could have
done without is the ridiculous,
arcade-style ship combat in the
middle of the game. Mercifully,
)’OU can lo^lc it to a \'cr)' simple
setting. 'Ilie second part of the
combat — dueling insults with the
enemy .ship captains — is hilari-
ous, but goes on a tad too long.
WATCHOO TALKIN' BOUT?
'llie highlight of this game, of
cour.se, is the dialogue. Lucas/\rts
writes funnier scripts than anyone
else, including mo.st of Holly-
wood these days, and CURSt: 01'
MonKI'T isiANi') features humor
writing of the highc,st order.
Whereas dialogue can often be a
chore in adventure games —
.something lo .slog through to get
the necessary clues — it’s a complete joy
here. As you choose your responses to
the people you run into, you’ll find your-
•sclf actively following dialogue trees that
deliberately, blatantly have nothing to do
with .solving the game, jiust so you can
get to the next joke. 'Ihe designers waste
no opportunity to be shamelessly silly in
every conversation, yet they never iDcnal-
izc you for following useless paths— the
correct choice will always be there when
you’re ready lo proceed.
Hie game features the best comic
voice-acting since, well, I’UM.
Tl IR(rrn,i‘;, with one memorable charac-
ter after another taking the stage, includ-
ing a shifty lemonade vendor (played
wonderfully by Gary Coleman), a
snooty, plcasc-hit-me cabana boy for an
exclusive beach club, and, best of all, a
disembodied skull named Mumiy, who
if he had a shoulder, would ha\'e a ver)'
large chip on it. Murray, like Kramer on
Seinfeld, manages to steal ever)' scene
hes in. If he had legs, he’d wralkaw'ay
with the game.
THAT'S IT?
Given all the time and cnerg)' .spent to
create comic payoffs for even minor
puzzles and conversations throughout
Monkey Island, it seems odd, then,
that the ending— the game’s only real
disappointment— should be so abrupt
and perfunctory, as if the designers sud-
denly ran out of time, mone)', or inspira-
tion. It’s still funny — especially if you sit
through the credits — yet after a terrific
buildup, there’s really no payoff.
Still, tire game is so great until then
that theres no sense in denying it a per-
fect rating. Just as Fallooi’ did recently
for the reeling RPC genre, Mo.nke^’
ISIAND pro\'ides a case study in how' to
do things right, without rein\'enling tlie
w'heel. For those who have been turned
off to the adventure game genre by the
overabundance of portentous Mi^
clones or feeble FMV mysteries, The
Curse of Monki-t Island is the per-
fect Ionic. Easily one of the best adven-
ture games of the year, it joins LucasArts
hallowed pantheon of comic classics.
Even those who’ve never played an
adventure game might want to check it
out. Computer gaming rarely gets more
entertaining than this.
^APPEAL: All adventure gamers,
fans of the old LucasArts comic
adventures, pirate fetishists.
>PROS: Just about everything: out-
standing animation, plot, dialogue,
and puzzles add
up to the most
satisfying adven-
ture of the year.
ycOHSi Ends too
quickly; final cut-
scene is a let-
down.
ADVENTURE/RPG
you don't do
SOMETHING..
K^'.-
- ' .. . ,.
(>ii.>Vrnd(nia'^aA
■luiciSjrer « CO I [
S^^da^iir
orCanadoi..
You.gfe.^Qur own worst enemy in the moody World of Dark Earth. .D:el5Hs- fiflsrth'e
airand your flesh Is being attacked by a deadly virus. Pois.onGd5',crdUc|s-dl-ift ahd''
photosynthesis .has ceased. Still, it is your mission to uncover a .sec}^ hislpry
that'll help restore the one thing that can save all of hunlanity-l.ighU
You'll uncover dark mui'der plots through real time adventure and .
treacherous combat as you interact wilh greedy and bizarreLcharaclers.
envelop the City you protect whether you're ihere.or
not, and then continue to prey upon you as you ponder
your next move. But, there is a ray of hope-you
simply haye.to find it. www.darkearth.com
GO TO #1B8 @ www.conjout6rg8mrng.com/inlolink
BLADE RUNNER • REVIEW AAAAV
Sharp as a Blade
Blade Runner Is an Entertaining, Original,
and Faithful Re-creation of the Sci-Fi Film Classic
by Allen Greenberg
POINT AND SHOOT
It’s I AS Angeles in ihe year 2019, and
during the course of the game you will
tras’el from the city’s highest pinnacle to
its lowest dregs. Your goal, at least initial-
ly, is to track down replicants; those artifi-
cial luiinans now' outlawed except for
use in outer space. Uilely, they' iiave
been show'ing u]3 on Earth with a seri-
ously had attitude toward its few remain-
ing animals, as e\'idenccd by more than
one ma.ssacre. What’s behind the slaugh-
ter? Could it be the replicants are trying
to hide something?
BiAlM'; RUNNl'.lt unfolds in five acts,
and the conclusion of the game depend-s
upon how' you play, 'Hie [)ossible
^CITY LIGHTS Blade Runner beautifully re-creates the stylish, moody atmosphere of
I the classic Ridley Scott film.
'"Ihis WHS not allied execution. It was
called retirement."
T hese words, backed by
Vangclis’ masterful score,
mark the opening of one of
the most powerful science-
fiction films of the 1980s.
Westwood Studios has now
adapted Blade Rimncrto
adventure gaming, and a
\'cry faithful adaptation it is
at that- Indeed, it’s safe to
say that no otltcr film has been so faith-
fully re-created on a computer.
Eanatics of the film should know,
howes'er, that the game mirrors only the
tone and .style of tire film — it
dots irot follow the same ])lot.
Gone is the soul-.searching
Rick Deckard, the reluctant
policc/liuntcr of the film. In his
place is fledgling Blade Runner
Ray McCoy, who is far loo
worried about getting on with
his job to .sio|r and wonder
whether he had ever retired a
human by mistake. As McCoy, your task
is to uncos'cr and “retire" rc]3licants who
exist illegally on Earth, blow he finishes
in the story is ujr to you.
endgames vary greatly' and range fnrm
the complete wipeout of ihe Ivirth-
bound replicants to your total alliance
with thenr,
Tire game’s controls arc fairly ,sim|rlc.
You control McCoy’s movement with
the mouse. Blue cursors indicate possi-
ble exits, w'hile green amrws iirdicaic that
some type of interaction is possible.
Right-clicking draws your wca[)on and
brings up a targeting reticle, 'lire early
portion of the game allows scwcnil
episodes of target practice, but, unfortu-
nately, much of this takes iDlacc at ejuite a
distance away, so Ihe
participants appear quite
tiny 'Hiere is a fair
amount of shooting action in general,
[jarlicularly toward the end of the game.
You don't have an inventory to w'ork
wilh. While y'ou can gather items and
pnl them lo your advantage later in the
game, you cannot examine, manipulate,
or use these item.s in any w'ay.
Questioning characters is an important
part of the giimc, and their answers are
recorded for later reference. You ha\’e no
control o\ er the questions you ask, but
different ones appear depending on your
prior cx))eriences as well as the attitude
vou assume. MLssing the plot leads early
Price: S49.99
System Requirements:
Pentium 90, 16MB
RAM, 175MB hard-
drive space, 4x CD-
ROM drive, 16-bit
SVGA card with 2MB
RAM, Microsoft-com-
patible mouse. Win
95-supported sound
card,
3D Support: None
Multiplayer Support:
None,
Designer: Westwood
Studios
Distributor: Virgin
Interactive
Irvine, CA
(714) 833-8717
www.westwood.com
www.vi8.com
ADVENTURE/RPG
Get it
EVERY
MONTH
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special
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at
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gaming
world.
com/save
REVIEW • BLADE RUNNER
► PHOTO SHOP Zero in on the game clues using your trusty
Esper; the same photo-manipulation tool used by Harrison
Ford in the film.
in the game can lead to incomplete
questioning later on,
CHARACTER ASSASSINATION
Besides McCoy, tlie game features a
host of other memorable characters.
Crystal Steel is a female Blade Runner
who has a fondness for McCoy and
often saves his hide from perforation
and other abuse, McCoy’s superior—
and frequently the first to call McCoy
into action — is Guzza, Although he is
only temporarily filling the post, Guzza
has earned the respect and admiration
of his fellow officers, but his gruff exteri-
or may hide some mysterious secrets.
'Ilic two major replicants are Clovis
and Sadik, who are responsible for the
games initial massacres. McCoy’s death
frequently crosses their mind, and they
are more than slight)}' inclined to follow
their iivstincts. Then
there arc the twins—
i Aitherand liince —
wiio share an unusu-
ally common point
of view, finally,
thcrcs Lucy. By all
a]3pearaiK'e.s a 14-
}'ear-old girl with pink hair, she regrets
the hann .she may have caused. 'Flic
question of her guilt, howes'cr, seems to
follow her wherever she tras'cls. Tliere
arc man}' others to be sure, and each of
them has an effect on both McCoy and
the stor}’.
During the course of the game, you
can record clues about jjeoplc and
events in a hand-held computer called
the Knowledge Integration Assistant, or
\
LARA WHO? Blade Runner features some of the most incredible 3D modeling in
any game to date, as shown in this cut-scene between McCoy and the fetching
Crystal Steel,
▲
ccw
MARCH 1998
TWfe6iderSeroIb®
iv of the Year
of the Year
The ^Ider jScrolls®
Tcgend jBeries begi
^ ... defending garrison of the Empire’s Batcicmagcs, can ■you. a solitary bci
6 %?■ stand against them^
Create your character with the proven character design system based on the Daggerfall game
system. It gives you unrivaled power to custom-build the exact type of hero you want.
• Chat with, conspire &: then betray your enemies. .Mete out
justice with sword 6c fyre. Battle fiends so cunning they
■ “ ^ ^ smell your blood, hear your footsteps, 6c crack you like prey.
• Sxplorc cxt]uisitcly detailed ^ interiors 6c exteriors. From
, . ^ ominous dungeons to cowering castles, all rendered in
^ splendid hi— res & hi-coior.
t-nt'iSTtl lt>*» ■ -
itfjwnr* iiifflwt' • Wage war in multi— player mode! Team vs. computer, team
vs. team or the ultimate JDcathmatch via IPX or Internet.
ivc • Rockville, MB 20850 • BBS 1^01.990.7552 • P.ix 9oi.926.8oi(
jic tKc Yciir: Computer Gaminj; World, CuotpiiiiT Obyre. Game Maeliiiic, Games Ma^ai
e of tile Year; Cumpiiu r Gauiiii); World. PC Gaiiicr. PC Games. PC Today. CGiX*. ftiwrlifti
6( Tlif Cider Si tolIsJUme itiiilcitliiiliH'l Media 7ri liiulofty l.(iidlril. Co))yi(nlu© Kji].j-K)*)7 Media Teilii
GO TO #373 @ www.compiJtergaming.com/infollnk
— Role Playiiij; G?
-Role Playiiije Gan
trriia®. llatllespire^'
'>V
ADVCNTURE/RP6
REVIEW • BLADE RUNHER
KIA. Tliis device keeps track of conversa-
tions, key tiiouglits, pliotos, and otlier
important information.
Fans of the film will remember the cm-
cial scene in which Deckard produces a
photograph by speaking to a computer. You
have to use your mouse, but t!ic computer
work is still an important factor in tbe story.
A gadget called the “Esper” docs the work
and is used se\'eral times in the course of
the game.
>AK>EAL: Fans of the film,
adventure gamers looking for
something different.
^PROS: Compelling story,
sound, and graphics; faithful to
the spirit of the film.
^OMS: Excess violence; in-
game char-
acters are
small and
low-res,
especially
compared to
the cut-
scenes.
IN THE MOOD
Graphically Bb\DK Runner is nothing
short of astounding. Tire cut-scenes use a
form of 3D modeling that is unparalleled in
computer game history, matching the qual-
ity of the film nearly perfectly. Likewise, the
speaking cast handle their roles brilliantly.
Fans of the film will remember the e\'cr-
present rain and fire tliat acted as a back-
drop to the drama — this feel has been
duplicated for the game, lopping it all off is
tlie powerful Vangelis score, w'iiicii comple-
ments the game as strongly as it did the film.
Tlie real-time element adds an unusual
degree of strategy to an ad\'enture game. As
in Broderbunds Tl IE L\S’I' Ext’RESS, charac-
ters don’t stand around forever in one place,
so timing is often of critical
value. Tills is particularly true
of Lucy, wlio must be encoun-
tered at a certain point in the
game in order to emerge suc-
cessfully. You will frcquentl}'
walk into iife-or-death situa-
tions, and the only way to sur-
vive is through skin-of-your-
teeth timing. Ilie replicants in
the game are more sawigc
than those in the film and
serve as deadly proof of how'
important it is to save your
game often. Tlicy frequently
^ GET A CLUE You can store all of your visual
I Assistant, an ea^-to-use device that saves )
appear out of nowhere and lake McCoys
life withont warning.
It is this element of action and timing—
not any puzzles — (hat makes i3i.\l^E
Runner truly challenging, i’or this reason.
and audio clues in the Knowledge Integration
DU from taking copious notes.
and for tlic incredible re-creation of the
mood and atmosphere of the 1982 film,
newcomers and experienced adventurers
alike will find the game a compelling and
unique experience. %
A chess duel
fo the death
If >Dd could
fdst remetnher
how to move
the horsies
lose a turn
; guides
safI
, at the of If®'
HE-^ND-OF GAM^^ COULD
A; A FAST PACED ADVENTU
OF EXPLORATIoJ
AND CLIFfI
plashing ligkt
www.AccessSoftware.cotn
(800) 800-4880
_G0 TO #241 @ www.compulergaming.com/infotink
iNTGKACriVG GPISODGS. ALL DIGITAL.
Judgment Rites, and Star Trek 25th Anniversary, comes •. XCTUAL GAMG PLAf
the amazing' digitai adventure based on the original series. SCRGGNSHOTS
/ ~ A
V y
^ Explosive New Story IVntten By D.C. Fontana
Incredible digital- technology recaptures the
characfers as they appeared 30 years ago
“Interplay’s attention to graphic detail has
resulted in a stunningly lifelike synthetic revival
of the classic Star Trek players.”
-PC Gamer
^ Uncover The Shocking Secrets Behind
The Original Vulcah/Romulan Conflict
STAR TREK: SECRET OF VULCAN FURY: Soltware ©1997 Interplay Prqductlpns. All riglits reserved. Interplay, Interplay Logo.Jy Garners.
For Gamers. Jhbal Dreams and the Tribal Dreams logo are trademarks o^i Interplay Productions. All rights reserved. Trademark and
@1997 Paramount Pictures. All rights reserved.'^tarTrek, and i;elated markswre ifie properly ol Paramount Pictures. All rights reserved.
’ All other copyrights and trademarks are the property of their rdspectivc owners. ' '
; • . GO TO //149 (S> www.computergaming.com/infolink
^ A “One-Click" Interface Offers
Immersive, Fast-Paced Action
line,; Secret of Vulcan Fury is set to
become the ultirnate Star Trek game ever.”
-Adrenaline Vault
llVC.WKK.'i.TOH U.\.'1KK.S. -
VVWW.INTGr^rLAY.COM
ADVENTURE/RPG
ick-ki REVIEW • BROKEH SWORD: THE SMOKING MIRROR
ilHWI
Broken Record
The Adventure Is Decent, But This Mmr Still Needs Polish
by Thierry Nguyen
Price: $49.95
System
Requirements:
Pentium 60 or better,
Windows 95, 16MB
RAM, 40MB hard-drive
space, 2x CD-ROM.
Win 95-compatible
sound and video
cards.
3D Support: None.
Multiplayer Support:
None.
Designer:
Revolution Software
Publisher:
Virgin Interactive
Irvine, CA
(800) 874-4607 or
(619) 549-0222
www.vie.com
S onic people really should
.stay at home. Take George
Stobbarl, for example.
Much like the Grisw olds of
Nalionnl Ijunpnon fame,
George gets mixed up in
mayhem whenever he goes
on vacation, cspcciall)' in
France. \Vliilc the Gris-
wolds were wise enough to
go to France only once, George makes
the mistake of reluming, resulting in two
adventure games: ClIlCl.K 01'’ Bi.OOI),
which centered on the Knights Templar,
and now Brokk N SwoRD; T'ui'
Smokinc: Mirror, which involves a
licked-off Mayan god of Death.
Ti IK Smoking Mirror takes place
sometime after the events in CiRCl-K Oi'
Bi.OOD, Having spent lime hack in (he
United Stales, George IraveLs again to
France to sec Nico. As the game begins,
George is trapped in a huming house,
lied to a chair, and
a spider is advanc-
ing toward his leg;
Nico, meanwhile,
has been kid-
iiap])ed by Central
American thugs.
George frees him-
self and embarks
on another world-
wide adx’cnliirc,
this time involving
Mayan folklore, a
major dnig cartel,
and the imminent apocalypse. I Icavx'
stuff for our vacationing hero.
SWORD PLAY
Tlic gameplay in Smoking Mirror is
identical to that in ClRCKK OF Bl.ooD
and is your standard adventure game
fare: ninning around the world for dues,
solving puzzles, and talking to people.
But the interface has been streamlined
so that right-clicking is for looking and
Icft-clicking is for using items or talking,
TTe designers have also enhanced the
graphics engine. Tbe character anima-
to compensate for slower machines.
Finally, you’ll play both George and
Nico this time around, though the
emphasis is still on George. Mucli like
Gabrikl Knig! ri' II: ’Fhe Bras'!' WnniN
and some of the Li-ilsURi!; Sui t D\rry
games, you switch between characters at
specific points. Tlie split isn’t equal, as it
seems that Nico’s
portions are shorter
than George’s.
A CLOCKWORK GOLD This puzzle
near the endgame was one of the
more tedious ones, as it involves lots
of spinning and pushing.
BROKEN PLOT
The main flaws in
the game lie in tlie
story and the dia-
logue, which didn’t
engross me as much
as the original did.
ClRCLK OF B[.00D
featured a solid plot
filled wilJi a strong
sense of irony, as protectors became
aggressors and vice versa, and you were
unsure of who was the real cnem)’ for
much of the game. Here, the enen"^' is
mundane and dearly defined. Tliis \il-
lain just u'ants pow cr and destniction,
while the Nco-Teinplars wanted
vengeance for injustices they suffered in
tile past. Tlie stor)' liere ends up being a
ho-hum “Tliwart the evil god to prevent
the apocalypse” talc.
Tlie dialogue in Smoking Mirror is
too uriev'en to improve matters. Though
there isn’t as much droning on as in the
QUIET ON THE SET This unexpected scene interrupts the story,
but it also shows one of the new engine effects: shadowing,
previous game, the conversations can
still be boring, Tlicy are also punctuated
with comedy that, while welcome at
times, often feds out of place (especially
with the character ofTlie General and
parts of Qiiaramonte).
Finally, although Smoking Mirror
features some decent puz/,les, the
endgame is a letdown, 'Ihere’s one con-
trived puzzle — a mazelike affair involv-
ing levers and doors — and thats it.^bu
walk through the door, and tlie cut-scene
for the ending plays. No final, villain-
thwarting puzzle sequence, just a dick,
and you’re done.
All in all, BrokI' N SwORD: Tl IF
Smoking Mirror is above average, but
it’s not great. \VliiIe tlie engine and tiie
graphics have been refined, there are
some minor slips in plot, dialogue, and
puzzles that bring the whole experience
down a bit. If )ou’re looking for a decent
traditional adventure game to take up
pur time, tliis will do. S
^APPEAL: Fans of the first game,
newbie adventurers, veteran adven-
turers with time and money.
^PROS: Refined engine and inter-
face; historically
accurate story;
ccw
MARCH 1998
by 3Dfx.
VISUALS VlSU/iLS VISUALS. VISUALS VISUA.
Benchmark this. A full suite of visual
effects: tri-linear filtering, per-pixel M|P-
mapping, transparency, fog, alpha blehding,
texture animation, Z-buffering and a host of
other dynamic features - all without impairing
performance. Death never looked so pretty.
Visuals.
Best Hardware. Best Software.
fiois amJ SiN imaoes are courtesy ol Acuvisioii Inc. Eiexis anO SIN imaoes ;
aieiiatjema<ttsol30l>iiiieiact<%'e Inc All Rights Reserved.
: trademarks ot Activision. Inc. & 1997 Activision. Inc. All Rigiiis Reserved Copyright 1997 3 DIk Interactive, tnc The 3Dtv Interactive
GO TO fflZO (l> www.computergaming.com/infotink
' logo. VoudoQ Gtapnics and Voodooi
SIMULATION/SPACE
REVIEW • LONGBOW 2
Price; S54.95
System Requirements:
Pentium 133 (P200 rec-
ommended), Windows 95,
16MB RAM. 200MB hard-
drive space, 2MB video
card, sound card, 4x CD-
ROM.
3D Support; 3Dfx (03D
patch in development).
Multiplayer Support:
Modem, null modem.
LAN (2-4 players).
Internet TCP/IP (2 play-
ers); 1 CD per player.
Designers: Andy Hollis
and Will McBurnett
Publisher: Jane's Combat
Simulations
Austin, TX
(512) 434-4357
www.janes.ea.com
Longbow &
Resuirection *
This Helicopter Sim Is Even Better the Second Time Around
w AH-64D LONGBOW APACHE The most capable helicopter gunship in the US invento-
I ry, the Apache is available with or without the Longbow radar system.
by Robin G. Kim
T he sequel to CCVl''s 1996
flight .sim of the year retains
its predecessors focus on
gritty realism and teeth-
clenching combat action. It
also introduces enough
enhancements and new
ganie[}lay options to impress
Ldngbow players and satis-
fy e\'en jaded sim veterans.
Longbow 2 offers three helicopter
models to fly. Tlie star of the show is the
US Annys premier helicopter gunship,
the AH-64D Longbow Ajjache, a\'ail-
able with or without the .sophisticated
Longbow fire-control radar. Backing u[>
the Apache are the OH-SSO Kioss'a
Warrior, for rcconnaissaiicc and light
attack duties, and the UM-60L
Blackhawk, which sj^ecializes in troop
insertions and extractions. Each handles
differently, and the overall flight-model
realism is excellent despite the lack of
some esoteric rotar)--wing aerodj’namic
effects. As a test of your multita,sking
skills, you can hop between the pilot’s
seat and one crew position during flight
on any of the aircraft. For the Apache
and the Kiow'a Wirrior, the alternate sta-
tion is the copilot/gunners and
copilnt/observers seal, re.spectively;
Blackhawks have no equivalent, so you
get to man the door guns instead.
CONTROL COMPLEX
Control panels and avionics systems
have been modeled precisely. 'Ihe Ahl-
64D is by far the ino.sl complicated, with
four iVll' Ds (multifunction displays) and
multiple radar modes, helmet-mounted
display configurations, and clcctro-opti-
cal sensor displays. At the other end of
the spectrum lies the Uhl-bOl ,, with its
broad array of analog instruments, 'Hie
OlT-58Ds moderately complex layout
revolves around its raison d’etre; the ball-
sha[jcd h'fast-Mounted Sight above its
main rotor, which allows it to see over
terrain without being seen. Ironically, the
MMS is practically useless because its
image is confined to a tiny MFD. (Tlie
images from the Ajjaches nosc-mounfed
sensor can be dLsplayed full-screen,
making target identification much easi-
er, )'niis“Mr. Magoo” MMS largely
undcnnincs the Kiowa Warriors utility
unle,ss you use the target ID cheat key.
Both flight-model and ,S) stems com-
plexity can be toned down, but the learn-
Campaign Trail
A dynamic campaign, in which tite consequences of one
mission carry foiward into succeeding missions, theo*
redcally guarantees unpredictability increasing long-
tenn play value. Longbow 2 incorporates just such a system,
replacing Longbow’s branching scripted-mission sequences.
Canpaigns play out in roughly day-long turns. Each turn,
die program creates a new set of missions for you, determines
wrhether ground forces will attack or defend, and places rein-
forcements. A number of Actors affect these decisions,
including casualties from the previous Uim, supply levels,
troop movements, and the success or failure of your heli-
copters in dieir assigned missions. Occasionally, elaborate
scripted missions are slipped in for added flavoc
Overall, the campaign system succeeds admirably at pro-
ducing missions that are logically linked to the progress of the
wac Unfortunately, the tum-based structure has a negative
effect on the missions. At the outset of every mission, all
choppers on both sides move out simultaneously. As a result,
deadly helicopter-vs.-heltcopter clashes over the front lines
are annoyingly common. This pre-
dictable start can be exploited by
rushing to the front and laying an
ambush or by hiding out until tiie
enemy helos have gone home, then
running wild in the enemy’s back-
field. The missions are more real-
istic if ynu play them straight, but
frequent air-to-air combat is
unavoidable.
MISSION CONTROL The mission planner in
Longbow 2 is exceptionaiiy fuli-featuied, offer-
ing thorough briefings and letting you tailor all
flight plans, loadouts, and crew assignments.
However its interface could be more conve-
nient to use, and debriefs are rather terse.
LONGBOW 2 • REVIEW
► UH-eOL BLACKHAWK A high-per-
! foimance infantry squad transport
helicopter; the Blackhawk is used
I for troop insertions and extractions.
ing curve remains rela-
tively steep. Tc) lielp
you climb this curve,
the sim includes a
comprehensive spiral-
bound manual, an
online encyclopedia,
and hands-on training
under the guidance of
simulated instnietor
pilots. (ITame rate is
slow during training,
but it gets dramatically
faster in actual [3lay.)
THE REAL DEAL
Longbow 2 boasts perhaps the most \'isually and auditorily
immersive combat environment of any flight sim. Spectacular
graphical effects such as dynamic lighting, distance hazing,
transparent smoke, and terrain filtering that eliminates pisela-
tion (with or without a 3D card) are almost enough to make
jou forget that trees arc still MIA. Tire \irtiial cockpit view' —
w'hich )Ou can pan manually or lock onto a target — models
head motions \sith astounding realism, prosiding a visceral feel-
ing of flight that is unmatched.
Frame rate on a P166 is tolerable at the lowe.sl detail settings,
and tire sim still looks preth' good, Wlicn )OU liook up a 31D
card .sporting a 3DFX Voodoo or Voodoo Rush chipset, the
frame rate and image qualit}- increase dramaticalis'. Owners of
non-\'oodoo 3D accelerators are currentl)' stuck with tlie slow-
er, less attractive 2D mode. (A Direct5D patch is in the works
to support other high-end 3D chipsets.)
Sound effects and speech do just as much as graphics to
draw- you into the experience. During a typical mission, you
might hear radio transmissions as other helo flights check in,
status updates from HQ, or desperate calls for support from
embattled units. Mission-specific call signs and a \’arict\' of
\ oices help make it clear who is talking to whom. Tbc chatter is
not just atmospheric: )'ou must often make snap decisions
based on the infonnatioti received. Ground troops to the south
ha\e spotted enem)' armor moving toward their [)osition. Do
you put aside )our assigned task to
counter tiiis unexpected offcnsi\’e?
Would \ou arriv e in time to make
a difference?
In pushing the envelope of
sights and sounds, some compati-
bility problems exist. Some
FOUR PAIR BEATS TWO OF A KIND
In the first LONGBGW, yiiu had just one wingman to worry'
about. Longbow 2 gives you responsibility for up to four
flights of two. Fach aircraft is o]3cratcd by one of 16 crews in
your squad, all ofwiiom gel better with experience — if they
survive. Play options include instant action, custom single mi.s-
sions, canned single ini.ssions, and two dynamic campaigns (the
first three play just like campaign missions, but without the sur-
rounding context). One campaign hypothesizes a conflict
between UN and Iranian forces in the rugged terrain of
/Vz.erlDaijan, w liiie the other simulates US /\rmy exercises at the
National Training Center at I'brt Irwin. Multiplayer fiincTional-
ity is .seamlessly integrated into the game, allow'ing others lo
join in a single mission or campaign as wingmen, flight leaders,
or iis copilot.s sharing the same craft. T he N''rC scenario c\'cn
allows head-lo-
hcad camj)aign
action, mixing
humans and Al
crews on both
sides. Connections
are a snap to set up
and workw'ell
exce[)t for some
quirks in the
pilot/copilot mode.
U‘)NCBO\S' 2 is a
textbook example
of how' to make a
successful sequel. ^ KIOWA WARRIOR A scout and light attack helicopter, the
By taking the I OH-58D serves as the US Army’s eyes on the battlefield,
excellent flight i
and .sy'stems modeling from the original and adding the fea-
tures lliat .sim fans cry out for— eye-popping graphics, multiple
aircraft to flv, dynamic cam])aign.s, and full multiplayer sup-
port — the designers have created a benchmark sim far beyond
its award-winning predecessor. %
Check out the exclusive
ThrustMaster program-
ming utility for Longbcv^ 2
on this month's CG-ROM.
Voodoo users see graphical glitelics, and a DirectXS c|uirk keeps
CIT joy'stick hals from being handled jrroperly. A patch is
planned to fix these problems.
^APPEAL; Anyone interested in heli-
copter sims or realistic flight sims in
general.
^PROS: Oozes realism; gorgeous
graphics (especially with a Voodoo
card); immersive environment; true
dynamic campaigns; thorough multi-
player support; great long-term
replayability.
^CONS: Demanding hardware require-
ments; no mission recorder; compati-
bility problems on some PCs; dynami-
cally generated
mission structure
results in too much
air-to-air combat;
OirectSD support
requires upcoming
patch.
MARCH 1998
COW
SIMULATION/SPACL
SmULATION/SPACE
★ ★★★ REVIEW • F/A-18 KOREA
Price: S45
System Requirements:
Pentium, Windows 95 or
Windows NT, 16MB RAM,
50MB hard-drive space,
2x CD-ROM drive,
Macintosh: PowerPC,
System 7,0 or greater,
16MB RAM, 50MB hard-
drive space, 2x CD-ROM
drive (review based on PC
version),
3D Support: 3Dfx
Multiplayer Support:
Modem, null modem, IPX
netv/ork (2-4 players).
Internet TCP/IP (2-4 play-
ers): 1 CD per 4 players.
Macintosh: Modem, null
modem, AppleTalk (2-4
players), Internet TCP/IP
(2-4 players); 1 CD per 4
players; cross-platform
connections not supported.
Designer: Trey Smith
Publisher; Graphic
Simulations Corporation
Dallas, TX
(972) 386-7575
www.graphsim.com
Super Hornet
by Robin G. Kim
s the state of the art in real-
istic flight simulations ad-
vances, creating a com]:eti-
tive sim from scratch
becomes increasingly
expensive, T1iii.s, it's no big
.surjjrise that 1'7A-1S K()RIv\
is an evolution of its jjrcdc-
cessor, F/A-18 Moiysil':r 3.0.
But owners of the earlier
title must ask whether the added features
arc \\'orth the price of a new game.
FAMILIAR TERRITORY
'file basic simulation engine in Korka
is almost identical to the patched v'crsion
of Hornet 3.0, with a few minor
im[)ro\’ement.s, so it inherits nearl)' all of
that games strengths and weaknesses.
Tlie amazingly complex avionics model-
ing of the original continues in KctRi-vv
With a dozen different radar modes and
multiple weapons-delis’cr)' technicjiics,
the simulated combat is satisfyingly
deep. Excellent flight-model feel makes
flying a joy, w hethcr you’re dogfighting
or sweating through a carrier landing at
night. Plane perfonnance is still inaccu-
rate in some respects — espcciallv when
pushing the envelope — but only realism
fanatics will probably notice or care.
Korea includes 28 canned single-
player missions set in a hypothetical sec-
ond Korean War, 6 multiplaj cr missions
flown over N/\S Fallon in Nevada, and
the same 6 training flights as its foremn-
ner. /Ml are \s ell-de.sigmed, offering a
good varietyof air-to-air and air-to-
ground action. /Mthough missions arc
j)rescripted, randomized enemy place-
ment provide.s some repla)’ [)otential.
I.ater missions are rather tough to wiii,
but various enemy Al settings can be
adjusted to suit novices as well as
experts. IHight times are gcncraiiy short,
and mission planning is nonexistent—
just .select a loadout from the large
assortment of ordnance and go.
Tho wingmen accompanv’ )Ou on
most single-player missions. You can
issue them an arraj’ of commands for air-
to-air work, but — oddly — the)’ cannot
be ordered to attack ground targets.
THAT VOODOO YOU DO
'llic ])ol)'gon gra])hics engine from
HornEI' 3.0 is still around, offering high
frame rates at resolutions from 640x480
to 1024x768 even on mid-range
Pentiums (albeit at the expense of slow-
ing game time drastically when over-
loaded). but KoRiiA now' also sup|)orls
3D accelerator cards based on the 3Dfx
\bodoo and X'oodoo Rush chipsets.
Enabling 3D acceleration transforms the
plain pol)gons info some of the prettiest
\isuals ever .seen in a flight sim — with
no noticeable perfonnance hit.
Otlier new features include a well-
written manual (a god.send for those w ho
don’t want to sit through iniiitimedia
tutorials), additional cockpit s'iew's, and a
mis-sion builder, 'Ihc new views consist of
17 fixed cockpit s'icws, which [jrovide
complete visual coverage with no unreal-
istic blind spots, plus a padlock view
mode that allows jou to track incoming
missiles as well as nearb)' bandits.
'ITe mission builder is an impressive
piece of work, allowing you to finely
.script the actions of both aircraft and
ground s’chicles ihrougli an efficient and
intuitive interface. Custom mis.sions can
be shared, offering gamers w'ho iiase
Internet access a potentially unlimited
number of scenarios to fly.
F//\-I8 KoIU'A is clcarl)’ a more com-
plete package than its predece.ssor, with
long-temi replay value. If you’re not pul
off by the lack of a proper campaign, this
is definitely wt)rth a look. %
^APPEAL: Sim veterans who enjoy
complex systems modeling, or any-
one looking for a realistic sim.
^PROS: Outstanding avionics mod-
eling; gorgeous 3D-accelerated
graphics; high frame rate without a
3D card; impressive mission builder.
►COHS: Flight
model flaws; no
campaign; incon-
sistencies in
multiplayer com-
bat when graph-
ics engine gets
bagged down.
The Creators df
DESCEIMT
Take You Dut
OF THE Tunnels
AN D INTO THE
Vast Wonders of
S PACE
(Yes. The mowve.copirol ship is the octuol model from ihe gome.
And yes. oil ships ore ro scde.)
Over 40 jow-dropping real-time ships With dynomi'c lighting, stunning effects,
onimotion ond unprecedented levels of realiSm ond detail.
Command intelligent squodmores, redirect up
to 12 wingmen and. request reinforcements for
onb.elrevobly. intense dogfights.
0 unique species, eoch with their own
strengths, weoknesses, toctics, ships,
and fighting choracteristics.
Organize "wings" of teomrnates, track
' your statistics, , ranking, on_d mecials
agoinst- players frotYi all over Eortfr with
. 1 6 PLAYER INTERNET supporH •
Chdos© from 8 differenf fighters and
bombers, outfit them with.q wide orrqy
of advanced weoponry • i '
Create" your own detoiled-missidns'
•using "FRED", the fully-feoturecT
mission editor. ' *
CameplaV as' big as T(iE Capital. Shipis
Engoge in space .
combat ogoinsf .*
massive capital,
ships ond destroyers’
of ONvesonrie size
ond detail.
Cpivii^jQ Spring
Acb'Qncie'd oifificiQl Intelligence
(AI) sysfeiTi created by the -
some people that mode
^ESCENT so incredible.
Selectively, targefship. subsystems,
^fensive furtefs, and fighter’bdys with
on In-depth HUD combet system. '
when we set out to create Descent: FreeSpace -
The Great War, our goal was the same as with Descent:
We're going to create the kind of game we want to ploy
"We've been working on Descent: FreeSpace ■ The Great War for two years,
longer than the original Descent. And it shows. The things Descent
players will expect are all here: the best technology, the
best A.I., the best physics, great gameplay and the continuous sense of
wonder and surprise. It's the kind of experience you can only create when
you pour yourselves Into your game for a very long time.
Mike Kulas
President of
Volition and
9 Designer of the
award winning
Descent and
Descent II
We learned a lot when we wrote the Descent A.I. and we applied all that to
Descent: FreeSpace ■ The Great War. It's in a whole new class. The A.I.
system is three times as large. much deeper and much more
flexible. Every ship has its own set of goals it pursues through an
environment that is the richest ever. We observed how human players handle
complex situations and coded the A.I. to do the same intelligent things.
In Descent: FreeSpace • The Great War, everything you do has an important
consequence. Not only is the mission branching non-linear, but the choices
you make in a mission, such as whether to protect a ship, can have profound
^consequences. This offers almost limitless replayability.
Descent: FreeSpace ■ The Great Wor will be the greatest multiplayer space sim
ever. In fact, multiplayer code was planned from day one. Plus, we're
launching a free matching and tracking service through our website. You'll
always be able to find a game on the internet. And we're going to track
games so everyone will know who are the best players in the world.
When Descent: FreeSpace • The Great War ships this April, it will do to the space
combat market what Descent did to first person shooters. We will have
set the new Standord everyone else will have to measure up to."
WWW.INTERPLAY.CaM
W
BY GAMERS. FOR GAMERS.'" volition
DESaNT FItfESPACE IHE GREAI VAR: 01996 PoioUqx Sohwoe CbrporeirW^. All Rlgivs Resefi-etl. t)eK«ii Dessert: freeSpoce Gieoi Wcf. Inrefpa, the h-erploy logo ond “Oy Gomen. fdf Gamen • ate i
o»he>ptt/PfOduOlW«.AII’j^l>«e(ved.Bxdlax*an(XJen>3kof F'x^oxScAwofeCDTMrartcn. Ail RightsReseryea, Voliiioft and iheVolinonlogo cue nDdeosorhs o( Vcinoo. Inc. Al Resefvetl.
GO TO #162 @ www.computergamlng.com/infollnk
SIMULATION/SPACE
ir'ki^ici REVIEW • F-22 AIR DOMINANCE FIGHTER
Price: S49.95
System Requirements;
Pentium 133, 16Mfl RAM,
TOMB hard-drive space, 2x
CD-ROM, SVGA video card
capable of 800x600x16-bit
color, sound card, mouse.
3D Support: 3Dfx,
Direct3D.
Multiplayer: Modem,
direct cable, LAN (2-8
players), Internet TCP/IP
(2-8 players): CD not
required.
Designer: Digital Image
Design
Publisher: Ocean of
America
San Jose, CA
(408) 289-1200
www.did.com
Euro Raptor
The Creators of EF2000 Tackle the Ubiquitous F-22
by Denny Atkin
ollowing lip il.s 1995
CC'U'I’rcmicr
Awiird-wiiming EF2000.
Digital Image Design is
hack w'ilh a siimilation of
anoliier liigh-teeli fighter,
the l''-22 l^iptor. As the
fifth l'’-22,sim to conic
out in the past vear, l'’-22
Ai\{ DcAliXANCt:
I'Toi I'lKR (ADl^) lias a lot lo jirove in
a crowded market. I5iit with iLs
detailed .simulation of the F-22s 21st-
century cockpit, a host of engaging
missions, and a unique AWACS
mode, its a standout.
UNDER THE CANOPY
E1'7000 fans who hop into the
cockpit of DlDis i''-22 will find familiar
territor)'. Ihc higli-Icch, multifunction
dispiay-hased cockpit has been updat-
ed to reflccl ihc l‘'-22s highly autonial-
cd .sy'stems. The virliial cockpit, excel-
lent view padlock, and full-.scrccn
Mh'D views are all tweaked v ersions of
those in El^OOO,
If \nu compare ADFs cockpit to
1 /icklieed promotional literature and
articles mAvnition Week ifsevidcnl
that iLs simulation of the real F-22s sy's-
tems is more authentic lhan any other
.sim. Offeasivc, defensive, situational,
and .systems MFDs are thoroughly
modeled, as arc the F-22s nidar, infrared
search and track, and LAN' 1 1 RN .sys-
lcni.s. flhe latter aren’t fitted to the real
purc-fightcr F-22, but likely will be if ihc
plane is u.sed in air-to-ground role.) To
succeed at many missioiis, you’ll need
lo learn how to set the FMCON
(1'iMis.sion CONdilions), which control
how stealthily the planes s\ ■stems arc
o])eniting.
WTiilc the .s\ '.stems modeling Ls top-
notch, the flight model is missing a
few bells and whistles. The real F-22
has aulomatic 2D thrust-vectoring
(this points engine tlmist up and dens'll
to allow you lo jiull the plane’s nose to
seemingly impossible angles), but
/\DF' forces you to engage s'ectoring
by holding dossu the Tilde key (~).
TTiis makes the plane’s response more
predictable, bul I’d welcome an auto-
matic mode in any updates. Also, the
fly-by-wire systems in the F-22 actual-
ly change the aircraft’s responsiveness
to control input depending on your sit-
uation; for instance, it tames handling
during landing. Wliilc NovaLogic’s
F-22 RM'LOR models
this feature, its aksent
inADF
T’hcse are the only
iioliceable omis,sions
in the aircraft model-
ing. Speed bleed in
turns, perfomiancc
changes at altitude,
and the capabilities of
various aircraft t)'pcs
all seem right on.
I’liglit models are
noticcablvmore
detailed than those in
F.MOOO.
CAN O' MISSIONS
ADF sports four
types of missions:
Instant Action, your
basic "shoot every-
thing" quick combat;
F-22 AIR DOHINAHCE FIGHTER • REVIEW
Simulator, single stand-alone missions;
Tours of Dut)', linked, scripted missions
that font) campaigns; and Multiplayer
missions. Tiie dj'namic campaign found
in 1^1^000 isAWOL(see the“Total Air
War” sidebar for further details).
Most of tlie Simulator missions focus
on training. 'Fliey cover not only basic
flight, but also weapons tactics, using the
l'-22s stealth and proper utilization of
wingmen. 'Fliis is also where you’ll find
the AWACs missions.
In the Tour of Duty section you’ll find
three campaigns. While EROOO had a
dynamic campaign that generated mis-
sions based on the outcome of previous
combat, the missions here are prescript-
ed. On the plus side, these carefully
crafted missions are generally more
interesting than the dynamic campaign
missions in EF2000, which quickly grew
repetitive. On the downside, once you've
worked through the training missions
and the 30 Tour of Duty missions, all yon
can do is repeat your experiences until
the campaign discs become available.
lire missions themselves pose a num-
ber of interesting challenges— you’ll
need to use your smarts, not just brute
force, to win many of them. Mission
Control
A long with the F-22 mis-
sions, ADF includes a num-
ber of AWACS missions,
which will give you a taste of the
upcoming TAW expansion pack.
Simulating a workstation in an E-
3 Airborne Warning And Control
System, the AWACS missions let
you specify air and ground tar-
gets for allied functions. You can
play an entire mission In real-
time strategy mode, specifying
routes and directing planes to
targets, or you can jump in and
out of the cockpits of F-22s in
the combat arena.
Total Air War
A DF doesn’t have an EF2Q00-styIe dynamic campaign, but that shortcoming will
be corrected this summer with the release of the Tom Air War expansion pack.
Digital Image Design has been working with U.S. air-campaign planners from
Desert Storm and visiting various other air forces to ensure that the TAW campaign
simulates actual battle doctrine with unprecedented accuracy. TAW’s mission planner
will let you alter dynamic campaign missions or create custom missions for the
Simulator and Tour of Duty modules. You'll also be able to watch the missions play
out from the overview screen, control allied forces from an AWACS station, or jump
into the action in Die cockpit of an F-22.
goals usually involve protecting or
destroying a particular aircraft or ground
target, then returning alive to your
departure air base. 'Hiis can be annoy-
ing, bccau.se while the AWACS will hap-
pily point you to a divert air ba,sc if your
plane is heavily damaged, landing any-
where other than the preprogrammed
base will re, suit in mission failure.
ADF includes nine multiplayers mis-
sions, with different weather conditions,
battle locales, and aircraft armament.
Tliey range from guns-only deatbmatch-
es lo multiple team missions in which
the object is to defend your air base
while taking out the enemy’s. Up to eiglit
players can participate, but as of this
writing there was no online serv'er along
the lines of F-22 RaI’I'CR’s NovaWoHd.
CANDID CAMERA
Everiiave a mission end suddenly
without ever seeing the guy who blew
you to pieces? With ADFs Air Combat
Maneuvering Instrumentation (ACMl)
module, you can record and replay both
single- and mulli[)!ayer missions. The
replay doesn’t use the game’s 3D engine,
hi.it rather a military-style wireframe dis-
play. Although its been visually spruced
up, it looks very similar to the ACMI dis-
plays 1 saw at 'lyndall A1''B when I visited
for my F-15 familiarization flight in 1994.
lire graphics and sound in ADF are
to[>-notch. With the game supporting
both 3Dfx Clide and Direct 3D (with
enhanced texture support for ACP
chips like the Intel 740), the graphics in
genera! look superb, 'I here is a bit of
pixelalion in city areas, and visible
seams where some terrain tiles inter-
sect, but these glitches are overshad-
owed by the lovely desert and rolling
hill textures and the transparent fog and
cloud effects. I'himc rate was good on a
P166 running in 2D mode, and siik)'-
smooth on the same system running
under Clide with a Pure 3D card.
^SPLASH ONE Don’t fly through the debris after you
I shoot down an enemy or you may suffer damage.
Sound is very good, with wonderful
stereo effects.
Along with a good manual and thor-
ough online documentation, the pack-
age includes Allies nndAcIvcrsnrics. a
wonderful book from lire editors of
World Air Power jounml, giving back-
ground on ail the planes in the sim.
Aviation buffs will love this reference,
wliich could easily sell for $20 itself.
ADI ' isn't without ii.s c|uirks and omis-
sions. You can't choose your plane’s load-
out before a mission, you occasionally
sec objects through hills, and the lack of
a mission builder means play will even-
tually grow repetitive. Still, this is one of
tire most addictive jet sims I've pla>ed in
a long time, and by the time it starts to
get stale, the To'IAI, Alit War add-on
should be around to rejuvenate it.
^APPEAL: Anyone who enjoys
authentic modem jet-fighter simula-
tions; EF20QO fans looking for a sim
with a similar tlavor.
>PROS: Gond flight modeling; engag-
ing missions; detailed aircraft sys-
tems; innovative AWACS mode.
►CONS: Canned
missions combined
with the lack ot a
mission editor limit
replay value; thrust
vectoring not han-
dled authentically.
MARCH 1998
ccw
SIMULATION/SPACE
Shrouded in secrecy. theU.S. 'sJSFprogramdelivers:
the most advanced stealth technology ever seen m
a fighter. And with a mind-numbing complement of
classified weapons systems, this is one fight you
won’t want to miss.
The Joint Strike Fighter is the airpower of the future.
Available in stores
: new Joint Strike Fighter:
To feature the two prototypes for the F
Boeing 's X-32 and Lockheed Martin 's ■
To feature the revolutionary ISF™ graphics that enables fluid redraws in color
resolutions. up to 1024x768x16 with no pixellation (and at a playable frame rate).
To model over 10 million square miles of beautifully rendered terrain
- the largest and most realistic terrain ever seen in a flight simulator.
To reveal the future of high-tech weaponry, including the AGM-154 Joint Stand Off
Weapon and the Lockheed Martin Wind Corrected Munitions Dispenser.
Elapsed lime 00:00:00
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GO TO #277 @ www.cotnputergaming.com/infolink '
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Man the cockpit of the legendary DeHaviLand Beaver Battle torrential rains and heavy crosswinds. Fly through the
Seaplane and experience something you can't with any other most hazardous, realistic weather conditions,
flight sim — land on water.
Test your skills attempting to evade a pairofF-l6s that are
trying to blast your butt out of restricted airspace.
Take off and land from any one of 48 different Bay Area
airports.
Flight Unlimited II immerses you in the
sheer thrill of flying like nothing you’ve
ever experienced. Pull mind-bending G's in
your quicksilver P51-D Mustang. Play chicken
with F-l6s. Get on the horn with Air Traffic
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filled with aircraft. Hurtle underthe Golden
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tower. With Flight Unlimited II, you’re not
just flying, you’re really flying.
eiDOS
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yil MfJ'JUJ Ir'j ini^
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L apc ~
JH’-nnrav'
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your intent
SIMULATION/SPACE
★ ★★★ REVIEW • F-22 RAPTOR
Price: $44.95
System Requirements:
Pentium 133 (P200 recom-
mended), Windows 95,
16MB RAM {32MB recom-
mended), SVGA graphics,
4x CD-ROM. mouse,
sound card: joystick rec-
ommended.
3D Support; None.
Multiplayer Support:
Modem, direct serial, LAN
(2-16 players, 1 CD per
player), Internet (2-16
players. 1 CD per player),
NovaWorld (2-128 players,
1 CD per player).
Designer: Randy Casey
Publisher: NovaLogic
Calabasas, CA
(818) 880-1997
www.novalogic.com
Getting Serious
NovaLogic’s Second F-22 Sim Gets More
Serious, But StitI Emphasizes Action
by Denny Atkin
A ]>piircntl)' slinging
from criticism that
last )'cars F-22
LiGirfNiNGliwasa
bil light in the realism
department,
NovaI.iOgic teamed
with Lockhecd-
Martin (the company
that’s building the real
F-22) to develop a more authentic
simulated aircraft, 'llic resulting
product, F-22 Rm’IOR, .sports an
interesting combination of realistic
plane perfomiance in a decidedly
action-oriented environment.
AIRPLANE BY LOCKHEED
’’Ihe game box has LxDckhccd-
Martin and NovaUrgic logos on Y RAPTOR DOWN An F-22 Raptor meets the business end of a Sidewinder missile In a game
it-and that’s not jast the result of I on NovaLogic’s NovaWorld server
a licensing agreement. 'Pest pilots
for the Yh’-22 and F-22 dc\'clopmcnt pro-
grams consulted with NovaLogic on the
sim’s flight model, and R\ri'OR shows
clear signs of the c.\pert input.
Novalorgics first sim had a ver)- light-
weight flight model, v\'ith odd takeoff
behavior, rudders that would allow flat
turns at supersonic speeds, and too
much energ)’ rctenliou in maneuvers.
Here you’ll find dramatic improvements;
Takeoffs feel right, rudders are toned
dowai, and heavy maneuvering takes its
LOCK AND FIRE F-22 Lightning II vets
will like the new EF2000-style padlock
view for tracking enemy planes.
loll on \'oiir air.s])eecL Roll rates vary with
altitude and airspeed. /\nci as with the
real F-22, the jet’s f]y-b)--wirc handling is
tamed when jou clro[5 the landing gear.
Tire F-22’s advanced offensive and
defensive instrument displays are mod-
eled here as well, but that makes little dif-
ference in actual gameplay. i^yihough
)'ou can glance down and view any of
the instruments on the panel, the pop-up
radar display and 1 lUD give ) ou nearly
all the infonnation you need— look
do\Mi onl)' to check system damage.
Wliile the MUD and di.splavs match up
well with puhliclv available F-22 infor-
mation. the .systems aren’t modeled with
the level of detail you'll find in F-22AJR
Domimvcck. FlGiriTRor lF-22. For
instance, the real F-22’s radar’s emissions
arc tunable depending on the combat
situation and importance of stealth; this
has only on and off settings.
CAMPAIGN BY HOLLYWOOD
Wiile the aircraft modeling .sets new
standards for Nowila)gie, the camjjaign
is just an inerenienlal upgrade. Although
the box and documentation refer to
"dynamic campaigns," in fact, the mis-
sions are pre.seriptcd. lfyx)u fail a mis-
sion, you must f]\' it again, and you'll see
the exact .same .sequence of events on
your next attempt,
\Vliat is new is that targets you lake
out in one mission stay destroyed
throughout the campaign. So ifyou use
a leftover JDAM bomb to take out a fac-
tory that was to be a target in a later mis-
sion, you'll find yourself with a different
target later on. Similarly, taking out lots
of extra fighters on early missions should
help keep you from facing os erwhelming
odds later on. Wliile this does make for a
more interesting campaign than one
with no \ariancc on replay; its far from
what’s considered "dynamic" in the sim
industry'. Many players will be content
w'ilh the mission slriieliire that is there,
but siiame on Novak, ogie for misrepre-
senting it in attempt to drag in gifmers
looking for a Inie dynamic campaign.
'Ib mo\’e on to the next mission, you
CGW
MARCH 1998
F-22 RAPTOR • REVIEW
must accomplish all the primar}' mission
goals. These vary, and include destroying
particular flights of enemy aircraft, tak-
ing out a certain ground target, or ensur-
ing the surv'ival of an e.scorted flight. On
one mission, an enemy flight tlial was a
primary goal never showed up — even
when I replayed the mission — and 1 was
forced to restart the cain])aign, (Ihank-
full)', it was only the tliird mission.)
Tlie five campaigns have a Holly-
wood feel, evident from the very' first
mission, when your wingman goads you
to disobe)' a "retum to base” order and
take out another flight of enemy aircraft.
Exciting, but hardly authentic. Wngman
Af and control is much better here than
in the previous game — \our wingies are
now' a valuable resource for taking out
enemy targets. Enemy AI is improved as
well, \\ith gunfights fairk challenging.
NOT IN THE CARDS
F-22 R-\fi'Or’s graphics engine looks
great on a 2D card. Enhancements over
the original include better lighting, more
detailed aircraft (including the best-look-
ing Raptor model of the fi\'e F-22 sims),
and softw-are filtering to eliminate block-
iness at lo\s’ altitudes. There are man)'
nice e)'e-candy details, such as flights of
Harriers doing \TOL launches to your
side as) ou barrel down tiie ninw'a)'.
A variety' of terrain areas, times of day',
and weather conditions keep things \'isu-
ally interesting in the sim, /\s with F-22
LlCf-rrsiNG II. tire terrains are a bit e.xag-
gerated, with 10,000-foot mountains
popping up cvcn'whcrc to gi\’e a sense
of speed and provide good terrain mask-
ing in dogfights.
On a P166 or better, you should see
Online Fracas
F -22 Raptor supports DirectPlay multiplayer games over modem, null-
modem cable, LAN, or Internet. But In addition to allowing you to
host up to 16 players on your own PC, NovaLogIc has gone a step
further with the NovaWorld online matchmaking service. This allows you
to join games with more than 100 other Raptor pilots via the Internet.
At launch, NovaWorld supported two game types: a simple deathmatch
mode and tiie more intriguing Raptor Air War (RAW). In the latter game,
you join one of two teams and attempt to destroy the enemy team’s air
base. Each player can choose to be a fighter, armed with guns and
Sidewinders, or a bomber, with only the gun and JDAM bombs.
NovaLogic’s programmers did a superb job with the multiplayer code-
even in games with mote than 30 players, there was no perceptible lag in
close-in combat.
There is room for improvement, however. You get assigned to whichever
team has fewer members when you join a NovaWorld RAW gam^ making
it tough to set up group versus group combats, and often putting you on
the same team as your former enemies, should you leave and reenter the
game. Also, flying radar-cold only seems to affect detection by SAM sites,
making sneak attacks on the enemy difficult.
Still, it’s a blast, and play is free at the moment (NovaLogIc makes fine-
print references to it being free during its beta period, implying that a
charge may be Instituted at some future date). NovaLogic promises to
enhance the multiplayer functionality with automatic updates, with run-
ning scores, squadron
play, and ladders coming
soon.
fairly smooth frame rates;
playing on a PB3 I found
things particularly choppy.
Look for a noticeable speed
boost on MiViX PC,s, but don't
count on your 3D card being
any' help; Raffor doesn’t sup-
port 3D hardw'are. TTis isn’t a
big issue on P166MMX or
faster machines, but owners of slower
PCs equipped with 3D hardware w'ill
ycani for 3D support.
Sound has been done very' nicely
here, with Dolby stereo support and a
very wide variety of
means beginners who mm e on to more
hard-core sims won't have to iinicam
any bad habits. Quirks aside, I '-22
R\F10R is interesting and action-packed,
and should provide plenty of enjoyment
and fun for the sim pilot. %
^ BEAUTIFUL BIRD Despite the sim’s lack of 3D support,
I the Raptor here is the best looking of any F-22 sim.
digitized in-flight
communications,
which were recorded
by Mariire pilots.
Wliile tlie action-
oriented, marginally
\’ariable campaign
may frustrate some of
the more liard-corc
pilots, the flashy mis-
sions keep the simula-
tor interesting for the
more casual gamer,
’lliis is notan intimi-
dating game, and the
realistic flight-niodd
^APPEAL: Flight-sim fans who
want realistic aircraft perfomiance
but don’t mind a little Top Gun in
the storyline.
>PROS: Top-notch flight modeling;
some of the best 2D-card graphics
around; superb support for multi-
player Internet play.
►COHS: No 3D-(
campaign mode
isn’t really
dynamic as
claimed, which
forces you to fly
unsuccessful
missions again.
support;
MARCH 1996
ccw
SIMULATION/SPACE
e 1998 MIcroProw. tna Ml rtghts rsMivsd. UlUmate Race Pro I* a tmde
'lidLLiiL CLLU: \'au. ViIlLLlllu
Jump into one of 16 tricked-out-megahorse'power-street-cars and lay down some significant rubber. You and
up to 16 other uncivilized drivers now can race on dozens of random and twisting city streets, desert terrains
and country tracks. Sure, the weather conditions change on you from thunderstorms to dense fog, but don't
mUTiIMfCcOarE
SIMULATION/SPACE
'k'ki
REVIEW • HEAVY GEAR
Price: S49.95
System Requirements:
Pentium 90 (320x200. no
textures; P166 minimum
for 640x480), Windows 95,
16MB RAM (24MB for
multiplayer); SVGA graph-
ics, 4x CD-ROM, sound
card, mouse,
3D Support: 3Dfx,
Rendition. Direct3D,
Multiplayer Support:
Modem, direct cable, LAN
(2-8 players), Internet (2-8
players); 1 CD per player.
Original Design:
Dream Pod 9
Designer: Dustin Browder
Publisher: Activision
Santa Monica, CA
(310) 255-2000
www.activision.com
Jammed Gears
Activision’s Giant Robots Have Fallen, and They Can’t Get Up
by Greg Fortune
them again or go find a lag-laden online
game. Tlic decision not to include a mis-
sion editor or random mission generator
is a serious IjIow to the replay value of
this product.
i\fter configuring iny control setup, 1
went to adjust the graphics and see how'
the game engine looked. 1
changed to the softw'are-only
mode, and 1 have lliis recom-
mendation; If you do not own
a 3D accelerator card, don’t
buy this game. 'Ilic software
640x480 mode is not pretts;
and it has a terrible frame rate.
'llic textures look [)retty bad,
and if you turn them off,
enemy Gears can be nearly
invisible. The game won’t
even look as goori as
Mi-:cii\V\!UU()it 2. /\s bad as
this sounds, it’s a inasterpiece
com|Dared to 320x200, the
recommended mode for Pentium 150 or
slower machines. There, I can’t even
read the names of the weapons in the
HUD, and the other Gears just look like
strange blobs, in fact, I once mistook a
rock for a gear in this mode and emptied
scs erai roimds of ammo into it before
► PRETTY, JERKY Running this level of detail without
I 3D acceleration results in jerky frame rates and
heavily dithered textures.
A cti\'ision’s iVlECI lW\iUU(til
games have long been
regarded as the best entries
in the“giant robot simula-
tion" subgenre. And unfor-
tunately, despite higli
hopes, it appears that the
comj)an\’’s HEvWY Gi-'.AR
vson’t be stealing any of the
thunder from the
MecmWarrioh scries. Somehow, I gel
the feeling that the Hfaw Gfar design
team must be as upset about this as \\'e
are, because its obvious that this game
could have been another big hit wilh a
couple of months more work. As it
stands, the game feels more like a beta
than a finished product and is woefully
incomplele in many areas.
INSTANT ANNOYANCE
Tlie first thing I wanted to do after
getting the game booted up was jump
into an In.slant
Action scenario
and get a feel for
the AI and engine.
I checked the
main menu, and
figuring that I was
jiust being blind,
proceeded to
check the manual.
Sure enough,
there is no Instant
Action mode!
MEClTW/\ttR[OR
2: Mr;RCi';NARiK.s
remains on my
hard drive after all
this time because
I can jump into a
random mission
with random ene-
mies and mix it
up. After you’s'e
finished tlic cam-
paigns in Hi'.’WA'
GraR, you’ve got
two choices. Iday
^ DETAIL ORIENTED The graphics look fantastic on 3D card-equipped systems, but they slow down when the
I shooting starts.
n
ccw
MARCH 1998
In eight seconds, your
machine swallows
the strip whole:
a blurred quarter mile
of screaming speed
and the smell of
burning rubber!
• 20 unique cars on 20 unique tracks.
• Dozens of customizable components to tweak.
• 32 telemetry and time card data points are
recorded to analyze your performance.
• Accurate physics including realistic engine
model, suspension, tires and collisions.
• Replay and save your best races and crashes.
• Compete in a single race, event, or endure an
entire season.
Multi-player support over modem and LAN.
The ground trembles...
Flames erupt. .Smoke
and nitro fill the air...
REVIEW • HEAVY GEAR
Not only can you play the
games you currently own, but
they will perform even better.
Over 1 50 games are already
working on Voodoo^ with
hundreds more in development.
PC gaming cdmes of age.
Software.
Best Hardware. Best Software,
Ml
1 ^
closing to point bkiiik range and seeing (.sort of) the
rock for what it wa.s.
[ cjuickiy moved on to the "iV) modc.s, cliecking the
BDfx mode first. Mi'AV^' Gkar looks considerably bet-
ter with a 3D card, but there were several really obvi-
ous problems, 'ibe textures just don't look quite right.
Other problems aren’t quite ,so subtle, such as the dust
from your wheels as you roll across dry land. In an age
where man)' 3D sims have wispy, semitranslucent
smoke and clouds, the dust here ap[)ears in the fonn
of big square black pixels rising from the ground, as
doc,s smoke from another damaged gear.
lb top things off. w'bile the frame rate can be quite
smooth w'hen )ou’re tras'ersing terrain, tire action gels
jumpy and starts stuttering as .soon as otlier Gears
appear on the battlefield and start firing. Tire frame-
rate problems make control difficult enough that I
end up pla)'ing the game in low light (wire frame)
mode, as the textures and visual effects aren’t worth
the hit to playability. My guess is that the designers
didn’t have time to optimize the graphic effects and
])crfomiancc. because 1 can't imagine anyone design-
ing them tliat w'ay intentionally.
► MESHING GEARS The drag-and-drop interlace for cus-
I tomizing your Gear is a welcome improvement from the
I MechWarrior series.
IN THE COCKPIT
The Gear design .section is well done, with drag-
and-drop com])oncnt.s and a simple interface. The
Gear components can be customized as well, allow-
ing )'ou to decide on details, such as whether to use
light or standard actuators in the knees of your gear.
You dro|) weapons into place by dragging tlicm to an
available mounting point. I was .surprised that yon
can’t bold a .second rifle in the left hand, which is
rcserv'ed for grenade use only. A second aulocannon
in that band would have been miicli more iLScfiil
than those grenades ever were.
There are twx) mi,s.sion types a\'ailable: Story and
'lour of Dtity. Stor)' is a scripted campaign mode with
a predetennined story line. 1 Icre, you’re an elite pilot
for the Northern Guard. If you want a little more con-
trol over your destiny, you can choose the Tour of
Duty, which allow's you to ])ick your allegiance and
COW
MARCH 1996
STAR COMMAND
DELUXE
Violence, revolution, benocioe, ano occasionally,
ALL OUT WAR.
Just another oay in the balaxy.
So what if it’E not politically correct? It's a game. A strategic challenge that tests your mettle as well as
your mind. See. while you're blowing away ships from the baddest races in the galaxy, you've got to build
your own killer space armada. If you survive. Star Command Deluxe, Not Just your everyday blood and gore.
Unlimited free on-iine piay!
Available 11/97. Impatient? Dewnlaad the demo
www.metra3d.CDm
GO TO #168 @ www.computergaming.com/infollnk
KIDS TO ADULTS
CONTENT RATED BY
A baffling string of horrific serial murders. A shadowy
brotherhood in pursuit of unimaginable power. An unholy
ritual revived from the dark and distant past. This is
liliick Oahtiiv, America's most sensational unsolved murder
case, now a haunting adventure of occult mystery.
From the creators of Ripper, a superb storyline Inspired by actual events.
A stunningly rendered, amazingly real 3'Dimenslonal game world that
includes over 70 locations on two continents.
:More than 60 challenging and seamlessly integrated puzzles.
A unique Interface which immerses you in the ultimate adventure
game experience.
An ou^nding cast of professional actors starring Dennis Hopper,
Terl Barr and Darren Eliker.
YJ:
■I J ’i
1 '"
J
HEAVY GEAR • REVIEW
Sharing the Pain
T he same probiems that piague the single player game
make the multiplayer aspects, e^ challenging as well.
There are a wealth of connection options, and the
development team has admirably supported multiplay-
er campaigns instead of simpler deathmatch options.
Unfortunately, the performance and graphics probimns are com-
pounded by the additionai processing time needed to stay con-
nected and in ^nc. (Activision’s Heavy Gear FAQ on its Web site
admits that the multiplayer features are still at the beta level.)
While Internet play supports up to eight players, you’ll be limited
to four if any players are using modems rather than T1 lines.
Most of the comments I’ve heard about multiplayer Heavy Gear
have been negative, and my own experiences have been under-
whelming as well. Many players who play regularly say it is fun
only if you tolerate the engine problems. Some games are saved
by their multiplayer value, but here the single-player problems
hamper multiplayer as well.
your battles. Your
victories in this
mode actually influ-
ence the course of
the battle, and you’ll
see the front lines
move back and
forth, depending on
how well you do.
Your supplies, rein-
forcements, and
mission ty'pes also
depend on your skill
in the Gears, There
are a variety' of mis-
sion types and
objectives, but they don’t fee! very dif-
ferent from one another.
The A] is very good, but inconsistent,
lliere are times when tlie enemy will
hide behind rocks and duck behind
co\’er. Tliere are also times \'i'hen an
enemy Gear will stand there and take
fire for several seconds before react-
ing to it. The biggest problem is that
with five or six Gears on the field the
frame rate drops a lot, and you can
almost hear anything less than a
Pentium II scream in pain when this
liappcns.
SIDE SHOOTER With articulated guns and hips, why do •
many shots have to veer off to the side upon exiting the
gun barrel?
robbed them of producing a hit and us
of getting a great game. I-lli-vw Gl-lMt
just doesn’t look like a finished ])r()ducl.
I’d love to see a fully cooked version of
this game, because parts of it .show great
potential. But as it stands, its still a bit
too chewy to enjoy. %
^APPEAL: Die-hard giant robot
game fans who really, really need
a new fix.
MECH IT STOP!
Tire most disappointing thing about
this game is that you see lots of parts of
tlie game that reall)’ do sliow care and
creativity. I don’t know \s’hat caused
Activision to stop the team short of
completion, but whatever the reason, it
^PROS: Nicely done dynamic cam-
paign; good gear design lab; some
original gamepiay.
►CONS: Game
engine slows
easily; visually
looks unfinished;
unacceptable
frame rate;
inconsistent arti-
ficial intelli-
gence.
Improved grBj^iics mean brighter
explosions, greena’ trains, bloodier war.
Hardcore, multi-player. Windows 95 action.
Fight it out □\ffir the internet, free.
Available 11/97. Impatient?
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GO TO #168 @ www.computergaming.com/infolink
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AWACS Mission Control
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It happens in a heartbeat.
You're commanding an AWACS aircraft through 2.5
miliion square miies of astonishingly detailed
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But it only happens with DID's F-22 Air Dominance
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Believe it. DID's F-22 Air Dominance Fighter is
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So strap in and prepare to lead, fight, or get out
of the way. It's your choice, but make it now.
There's a war to win...
GO TO #2B8 @ www.computergaming.com/infolink
U.S. CHESS
USCF Chess is easy to tise, fim to play^ and, on its tnaximum settings an
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rate
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The only chess program with a user-friendly interface,
300,000 move opening book library, and tutorials
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USCF Chess includes an offer for a discounted membership
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Adjustable computer AI speeds, ability levels LAN
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USCf Chess: 01997 liilufpljy PruducJlionB. All nghts leserved. USCF Chess, Tiie U.S. Chets Federalioii loge .
reserved Irlerpluy and By Ganiets For Garners are iraaerrnrks of Interplay Productions. All rights reserved. Ml o
U.S. Cliuss Fedireton are trademarks of the United Stales Chess Fedeiatlon. Ail nghts
liaUeinarKS and copyrights are the property ot their respective owners All nghts reserved.
GO TO S091 ® www.computergaining.com/inlolink
SEVEN KINGDOMS • REVIEW A
Fit for a King
Interactive Magic’s Complex Game of Strategy
Will Reward You With Deep Gameplay
by Elliott Chin
W ith so many good
games to choose
from, real-time
gamers are in hea\-
en these da)^.
D/\iU(Rt:iGN,
Mvin.Aci:; OK
ANTS'iniLVIlON—
lliese are llie cream
of the erop, and S'l>\RCR’\>’l and
POPUt-OLiS are just around tlie comer.
Ihere are other lesser-known ill’s games,
tliough, tliat are wortlw of gamers’ atten-
tion; Diamonds in the rough, so to speak,
that will reward tire ])atient gamer.
Interactive Ma^cs StAiiX Ki.\cdg.ms,
dev eloped by Trevor Chan and Eniighl
Studios, is such a game. Like Chan’s
C.APn:ALiSM, Semun Kingdoms is deep,
complex, and challenging. Wliile it also
shares C.APrii-UJSMs steep learning curve,
it goes l>e\ond Chans first effort bv' being
more fun and personable.
HISTORY 101
Unlike the raft of sci-fi real-time
games, Si':\a-:N Kingdoms is a semi-
historical strategy game in a vein similar
to Act; OK E-MPIRIvS. You can control one
of .seven different cultures— Chinese,
Creek, )a|>anese, Mayan, Nomian,
Norse, or Persian — in an open-ended
attempt to grow ) our empire by winning
over independent villages and dominat-
ing )our neighbors. You start out as a
small village of your initial nationality,
but can assimilate other cultures b)’ con-
quest or by persuasion.
Wdicn }'ou first boot up St^ivN
KiNGDONts, you’ll see that there is no
campaign game and no scenario editor,
both sta[5les of real-time strateg)' games.
Story-driven campaigns give us a varict)'
of linked challenges, allow us to feel a
sense of accomplishment after each sce-
nario, and provide an impetus to keep
playing the game. SM'IN Kingdo.ms’
lack of a campaign shortchanges gamers
on gameplay. live .same can be said for
its lack of a scenario editor,
\V!iat you do get is a game similar to
ClviM/vVnON. You start out as one puny
town and then attempt to create a vast
empire. If you grow so large that ) Ou
can crush your rivals and eliminate ail
otiier kingdoms, you win the game.
That’s it. In many other strategy games,
including AGK OK EmI’IRKS, this vvouid-
n’l offer nearly enough gameplay.
Movvever, KiNGIiOMS gets awa)'
with it (barely) because of its incredible
depth and com|)lexily. It also does not
emphasize combat, Manv other real-
time games, because they are all about
building up troops and smashing the
enemy, w ould be terrible as open-
ended single-scenario games. Put in
Skven Kingdoms, there is .so much to
do that an open-ended game could last
for hours.
Even despite the wealth of game
options (such as world sizes, victor}' con-
ditions, and random
piN TOO DEEP Seven Kngooms is a complex strategy game. You'll need to pay close attention to
I diplomacy, espionage, economy, and population management.
events), which serve to
increase the re[)layability of
Sl'MvN KtNGDOMS, the
lack of a campaign is a dis-
appointment.
However, in addition to
the single scenario game,
there is multipla}'er support,
a tutorial, and scenarios,
lire scenarios liven u[) the
package by providing vuur
mis.sions with specific con-
ditions and goals, time lim-
its, and var>'ing difficulty
Icvcklhc tutorial is good,
and comjdetcly necessary
for a game with this level of
complexity. It walks you
through combat, trade,
mining and manufackiring,
and cs|3ionagc, 'lire tutorial
also covers the assimilation
of inde[>endenl village, s, the
Price: S49.95
System Requirements:
Pentium 90. Windows
95, 16MB RAM, 45MB
hard-drive space, SVGA
graphics. 4x CD-ROM
drive, 100 percent
Sound-Blaster-compati-
bie sound card.
3D Support: None.
Multiplayer Support:
Null modem, modem (2
players), LAN, Internet
(2-7 players); 1 CD per
every 4 players.
Designer; Trevor Chan
and Enlight Studios
Publisher:
Interactive Magic
Research Triangle
Park, NC
(919) 461-0722
www.imagicgames.com
MARCH 199S CCW
STRATEGY/WARGAMES
STRATEGY/WARGAMES
REVIEW • SEVEN KINGDOMS
taking on of foreign kingdoms, and the
tackling of the monster lairs in various
locations around the map.
SO HOW DEEP IS IT?
Unlike many other real-time games,
you don’t create units. You start with
one tow'n and a population. People are
your most valuable resource in this
game, but you don’t directly increase
their numbers. Instead, you indirectly
increase population by carefully man-
aging your empire and building a robust
standard of living.
You can recaiit common workers and
soldiers or train specialists from your
towTis population. Specialists are impor-
tant for the six as])ecls of empire man-
agement in the game; conslmction, lead-
ership, mining, manufacturing, research,
and espionage.
With constmetion w'orkers, you build
mines to extract resources, factories to
turn the raw materials into finished
goods, markets to sell either raw or fin-
ished goods, forts to house and train
troops, towers of science to re.search
vs'eapons, and war factories to build siege
weapons. Tire factories, mines, and to\s’-
ers require workers to operate, if you
build these buildings close to a village,
then \i!iagers will automatically move
into the buildings to work. If you build
the stmetures far from towos, then you
need to settle a new village near your
work sites.
Economics is a little more complicat-
ed. As with the rest of the game, it relies
on some serious interdependencies. In
► CAPITALISM REDUX The economic model is veiy robust in Seven
Kingdoms. You'll need to mine raw materials, refine them, and sell
the finished goods to domestic and foreign markets.
▲i
► ns NOT ALL ABOUT ARMS Combat is necessary for
eventual subjugation of enemy kingdoms, but you
need to weaken your enemies first through effective
use of diplomacy and espionage.
order lo get money, which is necessary
for ail your empire’s needs, )ou need to
mine raw materials. You can sell these
raw materials at markets or refine them
in factories to make finished products.
Tlicse products can also be sold for cash.
You can sell either of these goods in for-
eign lands, hut you must build j'our own
market linked to foreign (owns. I lowe\'cr,
as with ail aspects of this game, there arc
additional considerations, 'lb get these
raw- or finished goods to foreign markets
(or to mo\’e raw materials betw een
unlinked mines and facloric.s or mar-
kets), )'ou need lo build caravans.
Yes, it’s com])lcx. but the bad ncw.s is,
this is only a simplified over\'iew'.
l-lowc\'cr. 1 like the economic model. It’s
much deeper than the abstracted
economies ofAc'.Kand Cl\'.
Espionage is equally sophisticated,
and is much belter realized here than in
many other strateg}' games. You can train
spies lo infiltrate enemy citic.s to check
up on your rivals or conduct occasional
assassinations and city subversions. You
can e\'eii worm j our spies into enemj’
confidence; if they happen to be ])roniol-
cd to general status, \ou could e\’cn take
control of cncmj’ cities and amiics.
1 was also im])rcssed b\’ the game’s
dijilomacj'. All kingdoms have a reputa-
tion score, which is affected by their
deeds versus their citiz.cns and other
kingdoms, ’ihe diplomacy options arc
verj' robust. You can enter into trade,
friendh; or alliance treaties; declare war
on enemy kingdoms: demand or pay
tribute; and unif\’ dLsparale stalas by pur-
clia.sing a ri\ <il king’s crown. The best
thing about this diplomacy
model is that it works, 'Flie
A1 doesn’t reject treaties
out of hand, Tlicy will even
take the initiative to ally
w'ith you or to open trade
dialogue.
IT DOESN'T STOP
'Uiere are even more
aspects of (he gameplay to
digest. For one, getting
independent villages io join
you is dependent upon
their nationality, your king’s
nationality, your reputation,
and the standard of living
you ))romise them (mea-
sured by the goods you can
sell them at market). Obviously, people
are more likely lo join rulers who are like
themselves. Mowever, you can force vil-
lages into siibmis.sion through strength of
amis or grants of money. Once you gain
a village’s loyally, though, you'll Iiavc to
keep it by giving yet more grants and
ensuring that the villagers are employed
and happy.
There is even a fantasy aspect to the
game, as monster lairs dot the land-
scape. 1 f you can defeat the enemies
w'ithin, you gain treasure and scrolls of
power. There arc ses'cn scrolls, one for
each nationality, which are used to
build Scats of Power, 13y getting each
nationality to pray at its Seal of Power,
you can summon that nationality’s
god— a superpowerfiil unit that can
confer some impressive boniuscs on
your kingdom.
You’ll stumiile se\-eral times before
j'ou can learn to walk in this game. You
could also learn a thing or two from the
;\1. It is fairly smart, and quite clever with
its use of spies. 1 lowever, I did notice
that early in the game it proved suscepti-
ble to'gnint nishe.s."
FALL OF THE EMPIRE
WTiile St-AI'N KiNCDONiS is \sondcr-
fully deep, it does suffer some minor
problems. The biggest of those is its
interface. Although you can get brief
help after \ oii hold jour cursor over an
item for several seconds, the icons and
information setup aren’t inliiilivc (many
icons look alike, and some don’t exactly
illustrate the command). I’m a big fan of
instant text explanation, such as what
ccw
MARCH 1998
Starring William Shatncr, Walter Koenig
AND SPECIAL APPEARANCE BV BEORGE TaKEI
IN THEIR LEGENDARY ROLES OF BAFTAIN KIRK,
Commander Chekdv and Captain Sulu
Sta rf leGf Ae^emyi
I MissiqhjPach |
ST^TREK: Pinball
.'^tarfIlggt
« ACADEMY
i Grade A it: It goes where
Star Trek game has gone before
nr'
PC Games
Rated 9.0 "Starfleet Academy goes where no
Star Trek game has gone before... an excellent game"
— Ultra Game Play,ers ,
4 out of 5 stars '"It Warps past any other
Star Trek game"
^ — GamerzE'dg.e
''''
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AVAILABLE NOW FOR WIN95 AND MACINTOSH.
COMING SOON FOR PLAYSTATION GAME CONSOLE.
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Slarllctl Academy Sollwarc 0997 Interplay ProduDlons. Trademark and 'S1997 Paramount Plcliirct. All cIghH rcierved, Star Trek, Slarllccl Academy and rclaled trademarks are trademarks o( Paramount Pklurci. Interplay, the
Interplay Logo, MaePlay, the MaePlay logo and 'By Gamers, For Gamers.' are trademarks o( Interplay Productions. All rights reserved. PlayStation and the PlayStation logo are trademarks ol Sony Computer Entertainment Inc,
Ali rights reserved, Windows^ 95 is a registered trademark of Microsoft Corporation, All rights reserved. All other cojsyrlglits and trademarks are the properly oF Ihcrr respective osvners. All rights reserved.
GO TO #264 @ www.computergaming.com/infolink
STRATEGY/WARGAMES
REVIEW • SEVEN KINGDOMS
you see in ACi': Ol’’ EmI’1W '.S or
\V/\RCR'\ri' II. Move your cursor over
tlic barracks icon, and you’ll see a line of
text i\\ the boUoin infonnation bar that
says "Barracks.” 'lhats all I ask for: just a
litlle one- or two-word description of
what I’m clicking on.
'Fire complexity of the game, com-
bined with the cumbersome interface,
also makes this game seem very
\
DIFFERENT STROKES The fact that each nationality
has its own look is a great touch. Each civilization
even speaks a little in its native tongue.
unwieldy at times. Wiile careful study
of the manual and tutorial will mini-
mize this feeling, some aspects of the
game— such as the nuances of cara-
\’ans that mo\’e from mine to factor)' to
foreign market— can take several
games to learn. 1 don’t think difficulty is
a bad thing for strateg)’ games, but
SBltN Kingdoms has a steeper
learning curx’e than many 4x turn-
based games.
M\’ other gripes with the game come
during gameplay. Because units tend to
bunch up when attacking, its hard to
select individual units from a mob. It also
bothered me that there was no easy \va)'
to tell which niler owned a certain \'il-
lage. Many times. I'd accept a trade
treaty w'ith a foreign ailer and then he
unable to find his city. 1 could clearly sec
a city’s name, but not its mler (colors did
help, but including mlcr initials would
have been better).
I also would have liked the game
more if there were greater unit variety. A
cavalry unit would have added more
lactieal depth to SiiM‘:N KINGDOMS,
especially since you eventually will
engage in combat.
Although I’ve tried to capture Si'A'l^N
Kingdoms as best i could in this review,
I've only scialched the surface of the
game. I hav en’t seen a game this com-
plex in a long time. 'Iluits a good thing,
especially when you consider that this is
a real-time game. Shnkn KinCDOM.S
isn’t for cvervonc, but if\ ou enjo)’ deep
strateg)', 1 recommend you boot this
game u[) ) ourself, and see just how
much it has to offer. %
strategy gamers look-
ing for a deep, sophisticated real-
time game.
^PROS: Excellent tutorial; lots of
depth; plenty to do; cool fantasy and
multicultural aspects.
►CONS: No
campaign play;
lack of a sce-
nario editor;
unintuitive inter-
face; game is
too short.
\MmULU/ by 3Dfx.
giUAtriY QtMnry QUioiY qimoiy QUAtiTY qualit,'
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With Voodoo^, we’ve
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Quality.
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I
Air Warnoij is J rc^isiored trademark of Kesmai Corporation. K E S IW A •'
GaineStor-^-iisatrticlemjrkofKesiTiaiCorporation©1997. Allrightsreserved, studios
ATTENTION
— -plavers of=— — —
cpm^oyg
the DIAGINAKY HO^ES^
TORCHING yoiir VILLAGE
JUST TURNED INTO
REAL PEOPLE
ITIZENS, BATTEN
TUT I-IATCmS AND
MUSTER THT WITS.
The new Ultlvlate C^rtlization TI'
you face to face with the most volatile
opponents ever: real flesh-and-hlood
humans just like you. The long-awaited
multii)layer edition of C^ivilization II
also lets you join a game in progress
and take over for an AI opi>onent.
A negotiation module lets you sit
down with other players to offer
trades and make treaties. Or break them
if you're forced to.
Because with real
opponents, there’s
no telling what
course history
will take.
^fSuLTiPLAYER
Ultimate Ciyiltzation II provides you
with the best-sellij^ global strategy
game CWiltzation II and the add-on
scenario pack CoNtTiiCTS in Civilization.
Plus, the ability to go _
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mano-a-mano with up to
six other players via hot
seat, modem, LAN or the
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Ultimate C^rviLrzATioN II
. ... Introdiicinc. the
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WARHAMMER EPIC 40r000: FINAL LIBERATION • REVIEW AAA A
Living & Dying
in 40K Time
Finally, a Real Warhammer for the Computer
by Tim Carter
A mid the a\alanche of real-
time clones that seem to
have buried the tactical
computer strateg)' game
market, it’s good to see a
product diat returns to
where the genre began —
namcl)’. computerized ver-
sions of traditional games
that are, by definition, turn-
based. W/Mt) lAMMiiR Epic 40,000: Finai,
l-iBKiU'noN is the latest computer ver-
sion of the classic tabletop miniatures
game. /Vs such, it enters the market with
a length)' background and histor)' that
newcomers ina)' find somewhat intimi-
dating. /Vftcr all, if )ou’re piasing a \\^\1 1
tactical game, the odds are that nou
ahead)' know w'hat a Tiger tank is and
you have some idea of how to use it
against those pesky Shcmians. But when
vou’re first confronted with a horrie of
Ork Bovz, \ou ma)' hav e to step back for
a moment, reassure )'onrself that \'on
haven't pureluiscd a rap opera of The
Lord of the Rings, and then delve into
W\iy lAMMl’lcs online encyclopedia to
sort things out.
ORK BOYZ IN DA HOOD
Ifyou're a dyed-in-lhe-w'ool
VK'ir/j,7/7?mcTfan, you'll be in heaven
from the start. Ifyou're new, don’t
despair; WaiUUMMMR 40K sjjorts an
easy-to-learn tactical interface.
WarH'VMMKR is e.ssentialiy a tactical
wargame, in which yon control platoons
and squads a la S'lltRL RwitlRRS, albeit
in a futuristic sci-fi environment. Wliile
you can create random "quick battles,"
the meat of the g;ime lies in a .sequential
campaign of .scenarios controlled
through a strategic map. Between bat-
tles. VOLI may decide where to attack
next, or, at higher levels of difficult)',
respond to enemy countenittacks.
Tlic interface for \V.\ri LAMMtCR 40K is
highl)' deris'atis’c of earlier successful SSI
games, 'llie majority of your screen is
taken up by a tactical map, while the
right-hand side contains control buttons
and a oversiew of the strategic map.
Many of the commands and design ele-
ments are highly derivative of other tacti-
cal games, as WARl-IAMMItR dc])cnds
largely on its scicncc-fiction universe for
originality, dhis is by no means a bad
thing: I found that the games greatest
.strength was its simplicity, and the free-
dom this ga\'c me to [skw around with
the muilitude of original units and unit
combinations. As with all good tactical
games, combined operations is a ke)- to
victory. Depending on the race )'Ou are
[jlaying, you will ha\'e to deal with radi-
cally different unit mixes that Mil greatly
affect your strategy once the battle
is joined.
w TECH TOYS IN A SANDBOX Warhammer tabletop miniatures come to life on your comput-
I er— if you can ignore the dull background graphics.
AS UNSIGHTLY AS
ORKISH MUGS
1 laving .said this, be warned
that on a purely vLsual le\'cl,
Wari LAMMI'.R 40K is perhaps the
ugliest game 1 have .seen in ages. 1
have alwa)'s been an ads'oeate of
strong gamej^la)’ o\ er flashv gra[)h-
ics and design, )'et I can’t help feel-
ing that a better color palette and
more cri.sp graphics in the tactical
battle .screen would luwc helped
this game a lot.
This is all the more surprising
because once you enter the codex
(W\RI lAMMl'iR’s online reference
guide), the background images arc
quite attractive. I lowcver, the text
that scrolls over these background
images to prm'idc )ou with hard
imt
Price: S49.99
System Requirements:
Pentium 90 (P120
recommended), 16MB
RAM, 30MB hard-drive
space, 2x CD-ROM (4x
recommended), SVGA
graphics, mouse; sup-
ports Win 95-compati-
ble sound cards.
3D Support: None.
Multiplayer Support:
LAN (2-4 players),
TCP/iP (2-4 players),
Hotseat (2-4 players),
Modem/Serial (2 play-
ers): 1 CD per player.
Designer: Holistic
Publisher: SSI
Sunnyvale, CA
(800) 601-7529
www.ssionline.CQm
MARCH 1998
COW
STRATEGY/WARGAMES
STRATEGY/WARGAMES
REVIEW • WARHAMMER EPIC 40,000: FIHAL LIBERATION
information is blocky, Inirci to read, and
gcncrall)' ugly.
’R) in\’ mind, ugliness is no reason not
to buy a game, and I’m quite certain that
the market has already seen far loo many
attractive, \ct mindless, games. But.
unless you have an Orkish appreciation of
art, \ ou will [jrobabl)' find combat to be
block}’ and a tad dark. Once the battle
begins, ho\vc\’cr, v’ou should soon find
)'oiir,sdf enjoying (he challenge enough to
overcome the v isual mess.
WaiU IAMMKR gives classic boardgame
fans all of the aspects of turn-based com-
bat that are so difficult to manage on a
tablelo]). Reconnaissance and !inc-of-
sight are crucial, as
ambushes are fre-
quent and general!}'
costly. Supporting
artillerv’ is handled
quite well, parlicular-
Ivwhen it comes to
defensive opportuni-
ty fire during the
encm}’s turn. 'Hie
\V\RJ-iv\i\ii'.R battle-
field is a ho.stilc and
unforgiving place.
Wdiile }our niassive
'ntaiiAPv's might be
able to rumble
► BAD MOON RISING Here's a good view of the scale in
Warhammer 40K; The diminutive Bad Moon Boyz (left) charge
like a wave of ants against a group of Siege Artillery.
m CAST OF 40,000
bg-WARHAn^Efi.univ gfse b o^iweird and.:WDnderfel.- it. is ,3Q0lhfir-^n&sitJ
• -I environment populated by Orts.hiJt-the raec-haHical hodgepodge of the--
- i'lap^f8T^warifloagdnng.gre5ffTabbl8W2[R'appearcMilydfe6itcnfQpt its
I |23l)ii(ieaesque-pisdEcesm-Tb.3td4he4ion4tlS?^ :
r IheenvTrbnfnentrf thebastfbSifiBgt^s belpwfT^atic
.l/terftam/nerSis~ vtfill.no doubt spot tiifari^y»spf a newoirter, tP__
• add that-these Gbservattona.come-from-the computer-game onlyr-’:~-
HUf«mTY' - ^
• _TRrgoocI guys, as usial^'^^r''
IjT-ftrtges-based-oiLoapblsq^pJvra -
; ..Earth,’ tte.bu man an^ tends fo look and _
feel muchjte an advanced version rtf the
- Tirmies'OtatweTitfyio^
I . . TnfanbyJs.pjdrWsoimw^tat .vul^ “
' to-fire; yourliiks ^ un^ralfSed;. and ydu_;_^
• tend'> h^-decenfamiirry' and aif
,.port.-^^strik»^.by thejn^-o^-be-called-T-,
■ - -in tom'ofi-the-map-but. are-flot diiectiy-. -
• controlied-by thepl^r Yourmito^^
• ■•typFunitsprovrrfe ciosersupport and offer " •
.. .botbfte.behefits.ofjielicoBfiis.0DBds..ofmob|!e..firepow^an3'their:drciwi)acks.(yuR-,'
nerabilify).rAnyone schooled in the U.S. ccncept of Air/Land Battle (as seen through a
I -IvanebTOf bfliei'SS. games, mosEno^ySife^SvtTHHts 3),;should.dD weL ... .. .
thJ
A bizarre mishmash of unitSIhat vary ty Oi^lan:z^ sound like a cross
. ^iiwsert gangstaiairand Dn- Seass.-6amers:l0Ql^ngiora'compl6teiy'different chai-
.!enge,can..take.up.;the..Q!i(ish-bannersnd .. .
charge headlong at the better organized and
mam@nSJim'peria)-fofces with'awild"' ••
assbrtment-.df light,- mobile units backed by • ■
dangerous In^^uy 'My favorites include^
the Bqwibufna an.d .the'Gp&masha,. both
:^designated’as'“higmspeed.assautt battle
L.-bug9ysJ!-lf--battle-bugfflrs -battle beefles ina .
■-T-botfle... Never mind'.
strnight into the henrl of the enemy’s
(lefen.ses wilhonl risk of immediate death
(at least for a while), most of your other
forces will have lo he very careful in how
they move and use cover if they arc to
.succeed. In particular, it doesn’t pay to be
cavalier with your infantry, and the game
docs a good ioh of creating a sense of loss
when one of your infautr}niien screams
and goes down.
WaRI l.•\\IMI•■.R dOKcxccls at forcing you
to trade off between speed and risk, and
also to make the complementary trade
helwcen moving weak units on their ouii
or loading them into annored carriers
(and .so rLsking a true catastrophe if the
carrier is hit).
Pcrsonall}', 1 have alwavs thought that
tactical wargames are, by definition,
somewhat limited in their scope. Tlie
game designers must alwavs strive to add
as many variables as possible to compen-
sate for the lack of big decision-making
power that can lead lo repetitions play.
The depth of the WarI l/VMMRR universe
helps out a lot in this respect, as the range
of weapons, enemies, and allies — along
with terrain and diverse scenarios — gives
you a prel ty decent mix of toys to phi}'
with and different places in which lo jMa}'
Other than belter graphics, what more
could you ask for? ^
^APPEAL: For fans of Warhammer
or anyone who wants a good tactical
game.
ccw
MARCH 1996
’It's great, maybe the best AI Fve ever played against."
'''HOffiSTREnMlMMIKN''
, G^FIRST 95% Rating
#1 Ranked Strategy Game
"...melds real-time action, strategic depth,
and historical veracity into one terrific' •
experience."
PC GAMER > ^ i
Editor’s CMicc 's'*: “* "i ;
Download a free GETTYSBURG! demo. VIsitour web^ at
FI RAX IS www.flraxis.Gom Available now at yonrfoGal retailor.
60 TO #114 @ www.computergaming.com/infolink
Ambushes. Barrages. Conflagrations.
It Doesn't Get Any Better Than This!
Soldiers at War ' is turn-based, squad-level combat with all the heroism and drama of a good World War II
movie! Lead a squad of 8 men through a hair-raising campaign of 15 linked scenarios. Experience D-Day
and the assault on Monte Cassino. Execute commando raids and fight fierce house-to-house battles in
blasted cities like Anzio and Dresden. An extremely flexible mission editor and 15 extra stand-alone
missions, many from the German perspective, make the action virtually endless. Four-player multiplay
network or the internet
'-M ^th real opponents! ^
To Order: Visit your retailer
or call 1-800-234-3088
(USA & Canada) with
Visa or MasterCard.
www.ssionline.com
WINDOWS' 95 CD-ROM
/I MINDSCATE* CONPAnV
©5997 Strateflic Simulalions, Inc., a Mindscape Company. All riglils reserved. SOLDIERS AT WAR Is a trademark of Straieglc Simulations, Inc. All olher trademarks
and registered trademarks are the property of ttieir respective holders. Call 1-800-771-3772 for Game Rating Intormation.
GO TO #240 @ www.computergaming.coni/lnfolink
CIV II: FANTASTIC WORLDS • REVIEW A A A A
New Civilizations
New Scenarios and an Enhanced Designer for a Classic Game
FIRE AND ICE Scenarios run the gamut from fantasy/magic to sci-fi to whimsy.
by Mike Fay
icroProse has breathed
more life into one of (lie
most celebrated slratcg)'
games, SiD MkiER'S
ClVlMZ-MlONlI.Tlie
ClVll:!'’A.\T\S'nC
\VoRI,DS expansion .set
(MicroProse no longer
has the rights to the
w ord "Civilization”)
offers 19 diverse fantasy and sci-fi sce-
narios. and a greatly enhanced toolkit for
making your own worlds. Some of the
scenarios arc so nmisnal that they give
Civil a whole new feel.
SPACESHIPS AND SORCERY
'Ihc set includes !1 new MicroProse
scenarios and 8 “Pest of the Net” scenar-
ios, culled from the dozens ai’ailabie on
the liUerncl. Wliile the Cl\' II engine is
used, many game aspects are changed,
including unit properties, graphics,
sounds, the research tree, and e\’en ter-
rain graphics and functionalih'. 'Ihc
results are rich and novel. Tlic Jules
Verne retro sci-fi scenario has quaint
Mctorian-cra units and wacky discover-
ies from an age when exploration, intel-
lect, and .science could tame the great
unknown. Contrast that to theX-COM
scenario, which has almost no research
or production — ju.st a battalion of
marines plunked down on Mars to exter-
minate an alien infestation. A number of
the scenarios start with plenty of lech-
nolog)' alrcad)' rcvsearchcd and man\’
units alread)’ placed. MicroProse put a
lot of work into its Midgard fantasy sce-
nario, as well as its M.vs'l t'.it OK Oiuox
and i\ Ixs'tl'.lt Oi'' M.\(at; ones. Other sce-
narios feature dinosaurs, a medieval
Japan .setting, American Indian tribc.s, a
battle of the sexes, an intere.sling micro-
biology .setting w'ith “cultural” advance-
ments like cilia, and even an alternate
world populated by teddy l)ears.
EXPANDED TOOLKIT
If you're not into fantasy or .sci-fi, you
miglit still waul ihc enhanced scenario
toolkit, ll cos'crs loLs
ofgn)und: unis'crsal
effects, event triggers,
city improvements,
tcch advances, terrain
properties and
tribe properties. You
can ea.sily edit unit
[rroperties and indi-
vidual unit sounds via
meniLs. And graphics
can be edited easily
for units, city
improvements, tech
advances, terrain, and
cities, 'llrerc are slots
for 8 new units and
up to 100 tccii advances. ’Hie macro lan-
guage has been expanded, with better
handles on detecting who did what to
whom, and the C^' 11: 1 AV menu-driven
es'cnts editor now has 11) triggers and 11
actions. Scenarios designed by users jirior
to Ci\ 11: !AV will work, although they
might require minor modifications.
'Ilic improved toolkit is not perfect,
'lire effects of Wonders of the Wbrld still
can’t be changed (although they can be
renamed and reassigned). Some of the
text and hclj) di.s[riay,s in modified scenar-
ios look unpoli.shcd, and not all graphics
can be changed. Don’t be surprised if the
steamy Mg)'p(ian messenger hails )'0U on
the frigid plains of an icy planet.
Civ 11: hAVlAS-nc Woiti.o-S is the
obs’ious next adv ance for ans bodv wlio
wants to be more "civilized." If you like
sci-fi or fantas)' scenarios, or \ou want to
edit new world.s, this is a must-have
expaasion pack. %
^APPEAL: Civ II fans; turn-based
strategy gamers with a taste for
fantasy or sci-fi.
^PROS: Rich fantasy/sci-fi scenar-
los; major
design-kit
enhancement.
M
A
^CONS: Still Civ
II at its core;
t
pleteiy compre-
hensive.
M
At
► BUILD YOUR OWN WORLD Tired Of the same old
4x game? Dance to your own tune with the enhanced
toolkit.
Price: S29.99
System Requirements:
486/33, Windows 3.1
or Win 95. SMB RAM.
50MB hard-drive space,
2x CD-ROM drive,
Windows-compatible
mouse and sound
card, Sid Meier's
Civilization II.
3D Support; None.
Multiplayer Support:
None,
Designer: MicroProse
Puhlisher: MicroProse
Alameda, CA
(510) 864-4550
www.microprose.com
MARCH 199B
ccw
STRATEGY/WAR6AMES
STRATEGY/WARGAMCS
-k-k-k
REVIEW • EARTH 2140
Price: $39.95
System Requirements:
Pentium 90. Windows 95
or DOS 6.x, 16MB RAM,
30MB hard-drive space,
1MB SVGA-graphics card,
2x CD-ROM drive, mouse;
supports most major
sound cards.
3D Support: None.
Multiplayer Support: LAN
(2-6 players);
1 CD per player.
Designer: TopWare
Publisher: Interplay
Irvine, CA
(714) 553-6655
www.interplay.com
Yesterday’s
Interplay Delivers Too Little, Too Late
P BEEN THERE, DONE THAT Earth 2140 is a good-looking 1996 game, but today, it just
I seems to be a competent Red Alert clone.
by Martin E. Cirulis
ou know you’re in Irou-
bie witli today’s liigli-
expectation consumers
wlicn the biggest l)rag
on your box is “Stunning
16-bit color graplnc-s.”
'Hie problem is even
worse when your game
isaCOMM-VsniS:
Conquer done and
you’re trying to sell it on tho.se crowded
Christmas shelves. Ibis is the unfortu-
nate situation facing Intcr|)lays [xMt'l 1 1
2H0. /\nd u'hilc it turns out there is more
to this game than nice graphics, the ugly
Irulh is that the real-time world pa.ssed
this title by before it even got out of its
development cycle.
SAME AS IT EVER WAS
'lire bluest hurdle lv\RTl 1 2H0 facc.s
is how to get gamers to want to play yet
another version of C&C — though to be
fair, we are looking at a R)-;d Ai .E.KT-cra
done here. Earth is a ra\'aged w'asteland
with onl)’ t\s'o great powers left: T he
Eurasian Dvaiash' and (he Union of
Civilized States. Neither has anything
better to do than argue about how to fur-
ther rape what is left of the planets
re.sources. 1 su[)pose you could consider
ibis slighlly illogical .setup a glimpse into
a noncnvironmcnlal future.
I'rom here it’s the same old build, mine,
and demolish gamcpiay.'l herds themsua!
mix of 0 ])en-cnded base-building scenar-
ios sprinkled with c|ucst missions, as well
as two eam]>aigns with barc-bones stories.
1 lowcs er, the scenarios and maps them-
.sehes are small and tedious, instead of
wide-open and iin ohing. If all of this
.seems no\ el to vou. let me be tlic first to
welcome you to our|)lanet.
'ihe unils themselves arc varied and
interesting, with the UCS concentrating
on ’mcch-type units and tlic ED sticking
mainly to good old-fashioned tanks. Tlie
devdo])crs ha\ c also done some good
things with the basic combat model,
OLD-SCHOOL PLAY Scenario design in
Earth 2140 seems tedious and too
limited.
News
making buildings vulnerable In enemy
occupation, for example. This means
you have to consider garrisoning troo]).s
//rs/c/c vital structures, as well as outside.
Units in EarTI 1 2M0 arc also more
inclined to roam than their counterparts
in other games, and this is both good and
bad. Since fire is an important combat
effect, it’s nice to sec unils .smart enough
to get awa)' from spreading flames.
(Tliough it might ha\’e been nice to sec
a movement Ai smart enough to drive
around an ahead)' burning .square in a
unit’s path.)
'Ihe downside is that even ifyoii set
your units to a purely defensive posture,
they tend to wander about, ^()u eud up
spending a lot of effort herding units
back into the defensive positions )'ou .set
for them. Another glitch is that your
unils w'ill kindly move out of the way lo
let an enemy unit past.
HISTORY LESSON
'Ihcre are interesting touches .sprin-
kled throughout Emlu 1 2140. but the sad
truth is this: 'Ihere just isn’t enough origi-
nality here to rai.se this title above medi-
ocrit)’. I he .standards of real-time gam-
ing .set by such games as D.\RK R|';|{:n
and'I’O'lt'M.ANNiini.AnoN have left a
game like this behind. 'Ihese da)^, \'ou
can get away with lacking 3D terrain or
a construction kit— but not both.
IfEARMl 2140 had been released
before lll'iD Aucici; it \sould iia\'c been
revolutionar)’. But today, it seems only like
a well-done clone bound to be lost amid
the horde of C&C copycats. %
^APPEAL: New players who have
yet to play C&C.
^PROS: Nice graphics; interesting
units; adequate AI.
^CONS: Nothing to raise it above
the level of last
year’s C&C
clones; weak
scenarios and
maps; some
questionable
path finding.
ccw
MARCH 1996
The biggest, baddest, ugliest toy on the block.
And you can be the first one on your block to get one. Find the five Voodoo^ ads from
3Dfx Interactive within this issue (only) and identify the game each character represents.
Write the game titles in any order in the appropriate space on the attached business
reply card and mail In to enter.*
5 FIRST PRIZES: A 3D graphic accelerator board featuring the incredible
new Voodoo^ chipset - the Demon Speed has found a home. This board will play the
3D6(-compatible games you currently own faster and smoother than you thought possible.
4 SECOND PRIZES: Four complete Voodoo^-optimized games from four of the top
game publishers - Electronic Arts, Activision, Interplay and Eidos. These titles take advantage
ofVoodoo^’s phenomenal speed and breathtaking visuals. Whether you run these titles on
Voodoo^ or first-generation Voodoo, the gaming experience is unmatchable.
100 THIRD PRIZES: A Voodoo T-shirt direct from 3D6[.
The exclusive 3D&( Interactive T-shirt for the Voodoo family of
3D graphic accelerator chips.
www.Sdfx.com
Ask your retailer for a 3D graphic accelerator featuring 3Dfx's Voodoo’ chipset - the new turbo-speed
accelerator in 3Dfx's Voodoo family. You can find the Voodoo’ chipset on Diamond Multimedia's Monster
3D 2 and Creative Labs Blaster 3D Voodoo’. Or visit our website at www.SDfx.com for more information.
• Follow the directions below to send without the pre-printed business reply card.
Sweepstakes Rules;
1 . ffo Purchase Necessary: To enter, mail a standard size postcard containing name, address, and phone
number to Voodoo’ Sweepstakes, 3Dlx Interactive, Box V2. 4435 Fortran Drive, San Jose, CA 95134.
No purchase or payment of any money is necessary to enter. One entry per tiousehold. All entries must
be handwritten. Mechanically reproduced entries will not be accepted. Entries must be received by April
15, 1998. All entries become exclusive property of Sponsor and v/ill not be acknowledged or returnetl-
Sponsor assumes no responslblli^ lor lost, mutilated, late, Illegible, incomplete, postage-due, or misdi-
rected entries. Only one prize per family, organization, or household; allow 6-8 weeks for delivery.
2. Prizes: 5 First Prizes. Rrst Prize winners receive one (1) 30 graphic acceleralor board featuring
Voodoo’ chipset. Grand Prize has an approximate retail value of S300.00. 4 First Prizes: First Prize win-
ners will receive four (4) different PC sottware titles published by Elecironic Arts, Activision, Inlerplay
and/or Eidos all optimized for Voodoo’ gameplay. Rrst Prize has an approximate retail value oi S240.00.
too Third Prizes: Third Prize winners wilt receive one (1) 3D!x Voodoo T-shirl. Third Prize has an approx-
imate retail value of $20. Winners will be determined by a random drawing trom all valid entries received
by 30fx Interactive whose decisions are final. Drawing to be held on or about April 30. 1998. All prizes
v/lll be awarded. All prize winners will be nolifled by mall. Prize(s) are non-transferable. No substitutions
of prtze(s) are allowed, except at the option ot Sponsor should the featured prize(s) become unavailable.
3. Odds of Winning; The odds of winning vdll be determined by rrumber of valid entries received.
4. Eligibility: Contest open to residents of United States and Canada. Void In Rhode Island and Quebec.
Non-compliance with the time parameters contained herein or return of any prize/prize notification as
undeliverable will result In disqualification and an alternate vdnner will be selected. Winners or their legal
guardians shall sign an affidavit of eligibility/release of liablllty/prize acceptance within 30 days of receipt
Of forfeit prize. By acceptance ol prize, winnerfs) agree to the use ol their name and/or likeness lor pur-
poses of advertising, trade, or promotion without further compensation, unless prohibited by law.
Employees ol 3Dfx Interactive, Diamond Multimedia. Creative Labs, Elecironic Arts, Activision, Interplay,
Eidos, 2llf-Davls and their respective alfillates are not eligible. Neither 3Dlx Interactive, Zitl-Oavis nor
their respective atfillales, subsidiaries, divisions, or related companies are responsible for any damages,
taxes, or expenses that consumers might incur as a result of this contest or receipt ol prize. Winners
accepting prizes agree that all prizes are av/arded on the condition that 3Dlx Interactive, Zitl-Davis and
their agents, representatives, and employees wilt have no liability whatsoever lor any injuries, losses, or
damages ot any kind resulting from acceptance, possession, or use of the prizes.
5. Winners List: For a list of winners, send a stamped, sell-addressed envelope to ‘Voodoo’
Sweepstakes WinnersLIsr.SDIxInteractive, Box V2. 4435 Fortran Drive. San Jose, CA 95134. Requests
for winners lists must be received by May 15, 1998. Allow 4 weeks for delivery of winners list.
6. Restrictions: Void v/here prohibited or restricted by law. All federal, state and local regulations apply.
7. Sponsors: This sweepstakes is sponsored solely by 30tx Interactive, Inc.
Copyright© 1997 30tx Interactive, Inc. TheSOIx Interactive logo and Voodoo’ are trademarks ol3Dfx Interactive, Inc. Ail rights reserved.
. . All other trademarks and trade names arc the property ot their respective owners.
.. . GO TO 1/125 @ www.comQutersaminp.com/infolink
STRATEGY/WARGAMES
REVIEW • POLITIKA
Price: S49,99
System Requirements;
Pentium 100 (133 recom-
mended). 16MB RAM,
20MB hard-drive space,
Windows 95, 256-color
SVGA mode, Sound
Blaster 16-compatibIe
sound card-
3D Support: None.
Multiplayer Support:
Modem (2 players), LAN,
Internet (2-8 players);
1 CD per player.
Designer: Red Storm
Entertainment
Publisher: Mindscape
Novato, CA
(415) 897-9900
www.minciscape.com
Hie Great
Bland Menace
Clancy’s Strategy Debut Is Long on Boredom and Short on Gameplay
by Martin E. Cirulis
T wo l!iing.s arc ap|)arcnt after
your first hour of playing
PO[.rnK'V 'flic first is that
'ibni Clancy is really into
himself, and the second is
that there are caiintlc,s.s
other boardgainc,s more
worthy of being ported to
the PC. What we have here
is a competent, yet unin-
spired, wargame tliat ranks somewhere
between liisk and A\is :ind Allies in
terms of complexity, bul far below either
when it comes to plawabilify.
THE TOM SHOW
Tlie first hurdle in this game is getting
past the 4,732 ases of'lbm Clancy's
name, the paperback no\'cl by the
techno-thriller master himself, and the
15 minutes of fake news footage featur-
ing Clancy muttering about Ru-ssian
power-play politics following Boris
Yeltsin’s death. Should you survive this
last ordeal, you find yourself facing a
nice map of Russia divided into a bunch
of provinces tagged with colored mark-
ers representing the influence of the
eight factions smuggling for control.
You begin play by [)lacing \'our two
representatives {cute little i\‘loiiupuly-s[y\t
icons) on the board. 'Iliesc represent tlie
focus of your political inlcre.st. Tire basic
point of the game is to be the one with the
most markers and money at the end of a
preset number of turns. You gain markers
by “attacking” your opponents’ colors
through a process of“buying” dice with
cash or cards, and then rolling those dice.
Roll high and the targeted o[)[)oncnts
marker turns to your color. If your victim
rolls higher, nothing ha])pcns cxce[)t
you’re out some money and cards.
Tliats pretty much as c-xcitingas it gcLs.
Each faction has a special ability, such as
Y OLD GUARD The gameplay in Politika is bone-dry. The pacing is also excruciat-
I ingly slow, in single- and multipl^r games.
getting more money or stealing cards,
which helps to spice things uj). Special
event cards— a caide simulation of ran-
dom, realistic, and .sometimes tumultuous
events— also kee[> things from being too
straightforward. Unfortunately, in tenns
of gameplay, thercs not a w'holc lot more
Ixirc. For Dypio/rracj'fans, this can he a
fun game of wheeling and dealing over
single victory' points. /\nyonc else should
a\oid this coup.
DON'T PLAY IT AGAIN
I’OtJilKA may be one of those rare
cases in which the board version actual-
ly play's faster than the computer game.
It makes Adv/WCI'D Civil, iza’I'ION look
like a click-fest. 1 thought for a while
that this was only a side effect of play-
ing an obviously social game in single-
player mode, Wlien 1 signed onto the
free RedStorm server, though, I discov-
ered that multiplayer mode was even
more tedious.
Wliile the Internet ]3lay' w'as definitely
designed to be an organic component of
the game (rather than a tacked-on after-
thought). its unfortunate that the source
material is so dry: Tliere are much belter
games a\'ailable that co\'er much the
same territory', and the monotony is only
com]30i!nded by some bad choices in
execulion. If the ])resentation were slicker
and smoother, if the game u'crc filled with
Russian multimedia treats, and if the
com]Duter players were given mote j)cr-
sonaiily', this game could ha\'e been a\er-
agc. But a]3art from a few’ cute animated
icons, Poi .rillvX is utterly dexoid of tlie
character it so desperately needs. *6
^APPEAL: Diplomacy fans itching
for a computer game; rabid Tom
Clancy readers.
^PROS: Free novel; some shades of
intriguing wheeling and dealing
gameplay.
►CONS: Too
much introducto-
ry fluff before
the game; unex-
citing gameplay;
yawningiy slow
pace.
ccw
MARCH 1998
Where the tlell
YOU ffet those cards9
. ■ Hj
^ M ■■
T~.. iSs^^jKjfc
VimsOFTHS^PLANE^mnCEES'
THE CRITICS AGREE!
“MlcroProse's game offers weeks to months of gameplay.”
Computer Gaming World, June '97
★ ★★★
“Magic: The Gathering is Just what the
Samite Healer ordered."
Computer Games Strategy Plus, June '97
★ ★★★
“Magic: The Gathering Is a near-perfect
translation of the card game."
PC Magazine, June '97
★★★★
"...hard-core gamers will appreciate the flexibility
offered in the computer version."
Newsweek, April '97
Introducing everything you need
to play Magic“ over the internet.
The Original Magic. ..Only Better
This special edition of Magic: The Gathering* for the
PC includes the original game, plus built-in Internet
multiplayer, an enhanced interface, and cards you can't
get anywhere else.
Multiplayer Over the internet
With ManaLink'“ Magic’s Internet online |
system, wield your magic against human
opponents around the world on
GatheringNet at www.gathering.net.
New Cards-A Powerful Expansion!
Get over 80 new cards from Legends*
and The Dark®. And, if you already own
Magic: The Gatheringior the PC, you'll
get a $15 rebate. So, get what it takes
to reign supreme. Because this time,
it’s the world you're playing with.
.^f^jPROSE
www.microprose.coni
Available on Windows* 95.
Visit your local retailer or
call 1-80(>695 <jAME day
or night (U.S. or Canada).
GO TO #152 @ www.computergaming.corn/infolink
^UClC:■mE<iAJ«ERl^G .
SPORTS
if-k-k-k-k REVIEW • CART PRECISION RACING
CART Precision Racing Is One of the Best Auto-Racing Sims Ever
by Scott A. May
Price: $54,95
System Requirements:
Pentium 60 (P166 recom-
mended), Windows 95 or
NT, 16MB RAM (32MB rec-
ommended), 30MB hard-
drive space (100MB recom-
mended), 2x CD-ROM drive;
supports MMX and AGP
technologies, DirectSound-
compatibie sound cards,
mouse, and force-feedback
joysticks: LAN connection
or modem required for
head-to-head play,
3D Support: Direct30-com-
patible video cards.
Multiplayer Support: LAN
(2-8 players, 1 CD per
player), Internet (1-4 play-
ers, 1 CD per player).
Designer:
Terminal Reality, Inc,
Publisher: Microsoft
Redmond. WA
(206) 882-8080
www.micrasoft.com
icrosoft’s coniniiiment
to Wndows 93 ganie.s
may be gcmiiiie, but so
far, other than Ac',!', or
Empiiu-LS, the publisher
hasn’t produced much
to brag about. 'Iliis all
changes with the
release of CAR'r
Pm-'.cisioN
Racing, an ludy Car simu-
lator unlike anything else
you’ve ever seen or played,
'I'he folks at Papyrus
(1ndyC/\r Racing 11) and
Rsygno,sis (PORMIJIA Rl)
have reason to be worried,
because CART Ls nothing
short ofbrillianl,
Tlie game authentically
simulates the 1997 PPG
CART Wodd Series sched-
ule, encompassing a gruel-
ing 17-track tour of the bc,st
courses a\'ailable, dlie tracks
include dedicated ovals
(Michigan, Fontana,
Milwaukee, and Miami),
elaborate temporary street
courses (Queensland,
Detroit, and Vancouver),
and beautifully landsca])cd
pcmiancnt road tracks "
(Laguna Seca, Portland, and Ivlkhart
I-ake). A full ro,sterof 1997 PPG racing
teams is also represented, featuring 17
teams and 26 drivers, complete with
career stats, highlights, and biographies
of each driver.
Race types include Single ILice
Weekend — ii six-ste[) series of practice
and qualifying rounds that leads to a
Sunday race — Full Riice Season, "lest
Drive, and Quick Race, lutiinidated by
the track selection? Study the'lhick Info,
an overhead diagram marked with grid
positions, gearing, passing, and caution
zones. Click Track Tour for a cockpit-
mounted full-motion video tour of the
actual course in action.
AUTO SHOP
Before you punch the ignition button,
take time to visit the Garage, one of the
most outstanding features in a game
filled w'ith pleasures. No other racing sim
conies close to matching CAR'Ts fully
stocked tune-up shop. Mere )’ou can
plan pit strategies, adjust aerod)aiamics
(Gurney flaps and wing angles), drive
game was so new' that finding available
online competition proved impossible,
so this aspect remains untested.
CAR'Ts on-track graphics are superb,
'lliisis— without a doubt— the best-
looking racing sim on any fonnat. Hie
game supports, but doesn’t require,
MMX chipsets and Direcl3D-compati-
ble accelerated video cards. 1 ran the
DEAD HEAT Whether you’re matched against an aggressive computer Al or up to eight players, via
the Internet, CART offers nonstop racing challenges.
lines, tires (compound, pres.sure, and
stagger), and suspension (axle, comer,
and damping), among many others. All
vehicles enter the garage using preset
default values for each track. You can
then make adjustments, take a quick test
drive, and return to the garage for fine-
tuning. A Virtual Mechanic, featuring
advice by real-life CART engineer Nigel
Benett, can analyze your settings and
make necessary recommendations.
Multiplayer options include up to four
jilaycrs battling head-to-head on the
Internet — via Microsoft’s free online
gaming serv'ice, 'Tlie Zone — or up to
eight players connected to a I AN.
Unfortunately, as of this writing, the
game w'ilh both Rendition and Voodoo
cards, and each perfomied flawlessly.
Photorealistic prerendered
backdrops — replete w-ith recognizable
landmarks, such as the St. Louis
Arcii — sw'irl about in smooth 360-
degrcc motion, as the track snakes
.seamlessly below, creating believable
ambience.
CAR'Ts Instant Replay screen is yet
another highlight, featuring 12 camera
view's (each of w'hich you can manually
zoon I or rotate), VCR-.st)'le controls, and
eight types of Pi race analysis graphs.
Use these graj^hs to study your racing
habits, such as lateral/inline acceleration,
steering angle, braking, throttling, engine
ccw
MARCH 1998
CART PRECISION RACING • REVIEW
speed, and gearing. More tlian just tech-
nical window dressing, tliesc grajjhs will
actually help you improve your on-track
perfonnancc.
CHROME WHEELED
This game is so full of subtle graphical
treats, it's difficult to know w'herc to
begin. As j'our vehicle eats up the
asphalt, trackside objects such as trees
and buildings gradually materialize — -as
oppo.sed to suddenly popping up, as in
almost all other racing sims — showcas-
ing the 3D card’s transparency effects.
And fake a gander at your race in instant
replay, using the“racc” \'iew camera. Hie
combination of 3D perspectisc correc-
tion and surround sound stereo will
make jou think scu’re watching a \-ideo
clip from an actual race. Outstanding!
High-perfonnance stereo surround
sounds also play a big part in OVRTs
h\pcr-realism. Slide off the track and
you’ll hear the squlshy .sound of slick tires
on wet grass. Jam an opponent or kiss
the retaining w’all too liard and you’ll
hear the sickening sound of metal scraj>-
ing the ground or rubbing against \our
fires. Even off-track noise is presented
with sensational Doppler stereo effects.
The only thing missing is the annoying
chatter of a race announcer, a feature
most serious Indy Car fans would turn
offan\way.
Now for an anno\'ance; Microsoft’s
minimum requirements for the game
list a Pentium 60, but recommend a
P166. That’s quite a jump. 1 tested the
game on a POO, and the frame rate sput-
tered and control was taxing, even with
a 3D s’ideo card. To achieve decent ani-
mation, I had to scriouslv dumb down
the grapiiics by removing all back-
grounds, trackside objects, special
effects, and vehicle detail. On the high-
er end, I then ran the game on my P235
MMX machine with Monster 3D video
card, 'line frame rate burned off the
charts, even w-ith all graphic and sound
details set to max. ’Hie moral here;
CART is designed for high-perfor-
mance machine.s, period. If your system
is less than capable, this will be a fnis-
trating experience. If you’ve got the
horsepower, [Drcparc to be blowii awa\'
by one of the speediest, most graphical-
ly rich racing sims on the market.
CHECKERED FLAG
Controls can be set to keyboard, jo)-
stick, gamepad, or steering wheel, with
special support
for force-feed-
back sticks.
Again, control
res[)onsivene.ss is
directly related
to machine
speed. On a
slow' system,
there's a mad-
dening delay
between steer-
ing response and
on-screen
action, w'bicb
typically .sends
your vehicle
swening all over the track. On a high-
end system, control is cris]) and light. A
plethora of dri\ing aids are at your dis-
posal, depending on your skill .setting,
including autobrakc, spin correction,
cued shifting, traction control, and dri-
ving cones.
Ihcrc are also realism settings
designed to create a more authentic dri-
ving axpcricncc, including tire wear,
crash damage, fuel consumption, and
temperature effects. My personal
favorite is head ]3anning, available in
cockpit view; which simulates the turn of
a driver’s head as he enters a curve. 'Hie
camera shifts .slightly off-center, into the
turn, amplifying the feeling of actually
being in the car. Wdiat’s truly amazing is
that no one had thought of this before.
Overall, the verdict on this game is a
simple one; l^acked with features, options,
aird the widest v'aricty of tracks found in
any PC racing sim, Microsoft’s C/\RT
PltECIStON R\CING (]ualifie.s as the best
giime of iLs type ever produced. %
Intermediate to advanced
IndyCar-style racing fans,
vraos: Stunning graphics; support
for 3D-accelerated video; excellent
frame rate; aggres-
sive computer Al;
driving school;
options galore.
^COHS: Long load
times; steep sys-
tem requirements.
Be sure to check out
Microsott's Cart
Precision Racing on
this month’s
CG-ROM.
SPORTS
SPORTS
REVIEW • MADDEH KFL 98
r
Price: S49.95
System Requirements:
Windows 95, Pentium 133,
75M8 hard-drive space,
16MB RAM, 4x CD-ROM
drive. High-color 1MB
Direct Draw-compatible
video card, DirectX 5,0-
compatible sound card,
mouse. Supports most
popular gamepads.
3D Support: 3Dfx (via
downloadable patch only)
Multiplayer Support:
LAN, modem, serial con-
nection (2 players, 1 CD
per player),
Designer/Publisher: EA
Sports
San Mateo, CA
(650) 571-7171
www.easports.com
Underachiever
The Usual Action Thrills, But Madden Still Misses the Mark
by Dennis McCauley
ucslion: \Vliat do Rocket
Ismail, Rick Mirer, and
Heath Sluilcr have in com-
mon? /Vnswer: 'nie}-’re all
high draft choices, yet not
one lias Ii\'ed up to the hype
that preceded hi.s arri\'al on
the NI''Lsecnc. Wdiilc were
on the topic, feel free to add
\iA Sports’ Maddl \ Nh'L
9S to your list of pro football leldouii.s.
Sure, it’s a good game that’s fun to play
and is chock-full of eye candy. But its not
the buiked-u|) N'lyoiOi^N that gamers had
been dmoling for.
liven before last summer’s F,3, sources
at FA Sports hinted that traditionally
arcade-oriented MaLIDI'IN would be
encroaching onto the football sim turf
normally dominated by Sierras Fron'I'
PagI'; Si’ori'S; FocnitALi, Pro .scries.
Anticipation ran accordingly high
among liard-core ,s|X)rls gamers.
'I lie tip-off that there would ultimate-
ly be less to MADlOt'.N than met the eye
came, oddly enough, in the timing of the
game’s release. Wdien a developer touts
major enhancements to an existing sys-
tem, N'cteran gamers have learned to
expect delays— .sometimes significant
delass. Surprisingly, M-VDDRN 98
shi[D[ied two months ahead of
schedule — without a number of the
expected new features.
BUnON POUNDING
One thing MUiDK.s: isn’t missing is
satisfying arcade pla\’. Tlie action ele-
ments are quite challenging, especially
at the/\ll-Madden level, \\4iile the game
su]iporls onl) four-button controllers,
there’s enough happening on die field to
keep even expert joj'stick jockeys furi-
ously punching their game pads. It takes
practice to be competitive at M/\DDEN
98, Punting is difficult to master, as is
touch passing, w'hich allows players to
zing the ball jiast tight coverage, or loft
the ])igskin wiien tliey need to air it out.
Although b'A Sports has made a
name for itself with eye-pleasing action
games, M^tDDiCN 98 is not an especially
imj)re.ssive graphic achievement. In fact,
the players look very much like those in
last year’s version, ’flicir animations,
however, are more fluid. Players make
diving tackles or high-step into the end
zone with a realistic stmt. Beginning
with this year's Win 95 version, E.A
Sports has cmplo)^cd an animation
technique they’s'e dubbed “ V-l^oly.” llie
English translation is that the plajers are
compri.sed ofmultiple sprites, rather
than the large, attractive polygons found
in other EA products, such asTRiPt.R
PL'M’ 98, NBA iMi 98, and NHL 98.
V-Poly works well enough, but it just
doesn’t compare to pla)er graphics in tiic
rest of the EfV Sports line. One tiling that
is impressise about iVl/XDDENs graphics is
the rendering of the stadiums. Finally,
football fans have an opportunity to pla)'
in authentic venues. Wliilc M^\DDEN
shi[iped without 3D hardw-are support, a
subsequent patch added 3Dfx support, as
well as additional graphical enhance-
ments, including on-screen player names.
'llie camera angles in Madd1'.N 98 are
rather limited, and feature only sideline,
end zone, or blimp views, which can be
set to dynamically track the action. Tliis,
however, causes no headaches in the
game, since the three view's function
well. In the just-for-fun department, an
authentic-looking To[)ps football card
pops up when a player makes a big play
or reaches a statistical milestone,
FUNNY NUMBERS
M.'\DDRN 98 offers league and general
manager utilities that seem to be part of
its would-be move into sim territory. 'Hie
transition would be more news-worthy,
however, if the utilities worked better,
Tlie General Manager feature, for
e.\ample, allows trading, but on!)- of a
brain-damaged x'ariefy in which your
opponents offer a mirror image of the
plax ers \' 0 u dangle as trade bait. Put )our
backup quarterback on tlie block, for
example, and your opponenLs offer )ou
theirs in return. Its pretty tough to
improx'e ) our club trading this wa)'.
’Theres no free-agent pool, either,
although the pla}'er ratings do list
salaries. Am 1 smelling a salary cap fea-
ture in next years version? Let’s hope so!
League play options include simulating
tlie 1997 NFL season or creating a small-
er league w'itli a randomly generated
HADDEH HFL 98 • REVIEW
scliediile. CPU-sinimed
games zip by c[iiickl)’, and
generate stats that are fairly
realistic. Unfortiinalely,
MnDDENs statistical presen-
tation leaves much to be
desired. Its a chore to navi-
gate your uoy to the stats \ou
want, and when )ou final!}'
get there the presentation is
nonstandard. Wliilc team
stats are available at the
league screen, you have to
read the manual to know that
the player stats can oiily be
found at the franchise screen.
Once there, you'll have to
endure several mouse clicks
to find such important stats as
rushing attempts or yards-
pcr-carry for ninning backs;
completion percentages for
quarterbacks; or even recep-
tions for reccis'crs. Ibis was
an unexpected fumble for a
game with simlike a.spirations.
M/\dden 98’s sound is a
mixed bag. 'Ilicrc are some
real ear-])leasers, such as the
crowd correctl}' booing,
cheering, or shouting“dce-
fense" in res])onse to the
game situation. Of course,
John Maddens witty gridiron
insights are always a wel-
come addition. On the other *
hand, play-by-play man Pat Summeraii
brings little of note. Summeralls gifts as a
broadcaster simply don't shine through.
Occasional errors also occur, causing
misstatements of the game situation.
Most annoying, however, arc the contact
sounds — tlrcsc sound more like some-
one tumbling down a flight of stairs. Ibe
good news is that )Oii can toggle off the
sounds that offend the ear, and keep the
ones that don’t.
THE PLAY'S THE THING
h'A Sports has s[)ent a great deal of
energy trumpeting the "Liquid AI” in
M,\i5DEN 98. Tlie term refers to an
enhanced player ability to read and react
to pla}’s, and not merely follow a set of
pre-programmed instnictions. \\1iile it’s
difficult to gauge the oserall effectis'c-
ne.ss of the new Al, pla} ers do seem to
move aulhenticall}'. Tlie Al problems
that troubled me, howes'er, related
DUMBER THAN OAVIS? Madden 98's General Manager feature is
marred by a brain-dead trade feature.
STEAMIN' RICE Topps football cards provide nice eye candy when
pl^rs hit statistical milestones or make big plays.
primarily to offensive play-calling, and
the tendency of quarterbacks — even
ver}' good quarterbacks — to throw into
triple- and quadruple-coverage.
As an example, during a Chiefs-
Dolphins game, the CPU-controlled
Fish, trailing by two TDs well into tlie
fourth quarter, went for it on 4th-and-18.
No problem there. Ignoring the strong
riglit arm of one Dan Marino, however,
lire computer called a draw' play— and
got stuffed. Tlie EA Sports team also
needs to address a work stoppage of sorts
on the part of ninning backs, who occa-
sionally freeze after taking a hand-off.
Tlie referees may also be on strike, since
penalt)' calls seem rare.
Pla}' selection in N'LxDDEN is sendee-
able, but suffers from the lack of a play
design utility. With both Sierra’s FitONT
Pace and OT Sports’ MON'D.W Nictri'
Foo imi, offering substantial play-
design features, MaDDEN must address
this area in future versions.
Multiplayer options at jiress
time were limited to
modem, serial, or IPX. A
patch offering Internet play
w'as announced, but not yet
released.
FEEL THE POWER
Despite some w'arts,
M/\DDi''N 98 is an enjoy-
able game. Tlie smooth
player animations and
good-looking stadiums add
a lot to the pro football feel.
There’s an incredible selec-
tion of historical NFL and
AFL teams tliats sure to
please the type of hard-
core fan who salivates at
the thought of pitting the
'67 Packers against the ’69
Namath-led Jets.
Especially appealing is the
improved Madden 101,
w'hich explains sophisticat-
ed offensive and defensive
iheor}' in a clear, concise
manner that, in itself, is
almost worth the price of
admission. As a bonus,
there’s a multimedia scout-
ing report of each NFL
team, and brief video histo-
ries of most clubs as well.
Aspiring to bridge the
gap between its own classic arcade ele-
ments and the sim orientation of its
more cerebral competition, M/\DDEN
finds itself hamstrung by weak G.M.
and stat modules, as well as a lack of
play-design capability. It’s better than
last year’s version, but once again,
M<\DDEN will be watching the playoffs
from home.
^APPEAL: Arcade sports gamers;
NFL history buffs; John Madden fans.
5: Fluid animation, challenging
arcade elements, tons of classic
teams, a chance to learn from the
master.
►CONS: Weak
trade and stat
modules; no play-
design utility; curi-
ous Al play-calling;
frozen running-
back bug.
SPORTS
AAA
REVIEW • FRONT PACE SPORTS FOOTBALL PRO '98
Rebuilding Year
Sierra’s Storied Franchise Finaliy Falis From Its Lofty Perch
by Terry Coleman
Price: $29.95
System Requirements:
Pentium 75 (P133 recom-
mended), Windows 95.
16MB RAM {32MB recom-
mended), 150MB hard-
drive space. SVGA graph-
ics, 2x CD-ROM (4x CD-
ROM recommended),
mouse; supports Win
95-compatible sound cards
and joysticks.
3D Support: None.
Multiplayer Support:
internet, LAN, and Sierra
Internet Gaming Service (2
players); 1 CD per player.
Designer; Synergistic
Original Front Page
Football Design:
Patrick Cook
Publisher:
Sierra On-Line,
Bellevue, WA
(800) 757-7707
www.sierra.com
Enil^of-Year Stats
1 New Feature
; Gains Yardage . -
Penalized for
1 Radio commentary
Sounds like radio
Stalls gameplay 1
1 CAMS system
Still-fluid camera work
Defaults to TV view 1
vjilJivll Jill 1 III JilfllH
IMlXQlliaHi
It’s slightly faster
CKPlilili
Still robust
rilics-conic-latcly would
have you belie\'e that tlie
Front Pacii: Foo'iitALL
line has been in .steady
decline since the publica-
tion of the original
Footbaix Pro. 'Ibis is
pure, unmitigated crap.
The series didh\[ its peak
with FPS Foo'fBALL Pro
’95, but few gaming franchises ha\’e
endured quite the roller-coaster ride of
this one. Last year, FPS FocriUALi. Pro
'97 did a lot toward redeeming the fran-
chise — once }'ou installed the inevitable
second or third patch. Problem is. Sierra
seems to be in a dowTi cycle with this
year’s \'ersion, and a patch alone ma)’ not
be enough to rescue it.
ILLEGAL MOTION
3D support would both help the frame
rate and allow for more intricate 3D
plajer models.
/\lso, the interface has inavplicably
changed for the worse. Sure, its flashier,
but its also more difficult to get around
in, esjjecially when you’re playing in
career mode o\’er the course of sev'eral
seasons. It’s hard to fathom why this lat-
est edition — which looks disturbingh’
similar to its DOS origins — rcc)uircs so
much hardw'arc for .so little return: FPS
Footo\U. Pro ’97, for c.\ample, runs
better on a P133 than FPS Foom\l,L
Pro ’98 runs on a P166 MMK Wliy?
Despite the fact that the developers
had another year to workout the |3rol)-
lem, multiplay over I.AN or Internet is
still a frustrating series of lock-U[),s and
crashes. Tlie touted arcade mode is still
far too arcane to ]3ose any challenge to
Madden ’98. 1 could go on about other
annoyances (and 1 did: see the accompa-
nying chart), but .suffice it to say that h’PS
Foo'iiALL Pro ’98 is best viewed as an
expansion disk. Wdielher you should buy
it depends on whether jou want an
arcade game, such as MADDl'iN, or a seri-
ous football sim— and if)Ou believe that
Sierra can finally fix the Internet inulli-
jjlay problems. As for me, Lve gone back
to FPS FootoM-L Pro '97— still tlie best
pigskin simulation on the market.
^APPEAL: For serious football
fans only.
>PROS: Still the best football sim;
better ball movement; new graphics;
aggressively
priced.
^CONS: New
interface; crash-
es/lock'ups, par-
ticularly in multi-
play; no 3D hard-
ware support.
Tire big question has to be; Wliere’s
the 3D hardw'are support? After all,
FPS Football Pro ’98 is a true
physics-based sim, not a stat-freak
affair. Tire game engine moves 22 sim-
ulated players around the screen in
realtime, and employing some kind of
► TURF PORTRArrs As this close-up shows (top), FPS Football Pro '98 doesn't look as
I great during gameplay as the slick interface screen (bottom) would have you, believe.
iyr r official
IT VJ^ ML NBVS UPDATE
The First Pro Sports League for the Computer Gaming Crowd
, OVER
$250,000
IK cak;
AND ?R1Z£S!
To Sign Up,
ox Fox Moxe Info,
Co To:
ht'^://wv.'V¥.pff I .^rr
r>J 5 T>Ji
muv.
One of the goals of the PGL has been to create a single, central location for
top-tier gamers to strut their stuff. Well, we're proud to report that this
objective was met the day we opened the PGL doors. As quickly as PGL
officials launched the league's first qualification period, things got truly
serious; With so much fome, fortune and reputation up for grabs, players
I immediately got down to the business of
. J ^ "making the cut" to participate in the PGL
• / "regular season." No more trash-talking.
K Very little joking. Nary a "good game" or
'' i. ~ ' "Whoop! DefConKilla is in da house!"
i It was all about kill or be killed. The
iCOrMirMG ro
'/on yiojiiD
result? Some of the most intense
QUAKE and Red Alert action
EVER. And that was before the
deathmatches even started! if
your idea of online gaming is
no-holds-barred, all-out WAR,
:;S then the PGL is the place to be.
Commait^ ConqHer^i.ReitCAl^TW'
PCL SEASON 2 IS STARTING SOON
AND AS PROMISED, IT WIU FEATURE
NEW ACnON AND STRATEGY GAMES AND
A NEW GAME CATEGORY. REPLACING
THE ALL’TIME CLASSICS QUAKE AND
COAAAAAND & CONQUER: RED ALERT WILL BE
THE HOTTEST NEW nTLES, ZS
AND
QUAKE II IS WAY MORE EXTREME THAN
THE ORIGINAL, WITH EVEN MORE
DESTRUCTIVE WEAPONS, SPRAWLING
LEVELS AND JAW-DROPPING GRAPHICS.
TOTAL ANNIHILATION IS THE MOST
SOPHISTICATED STRATEGY GAME EVER,
COMBINING 3 D ARTICULATED BATTLE
UNITS WITH VIRTUAUY LIMITLESS
EXPANSION CAPABILITIES. TURNING UP
THE COMPETITIVE HEAT EVEN FURTHER,
THE PCL WIU ADD A THDU) CATEGORY IN
SEASON 2: ACTION TEAMPLAY, WITH
QUAKE II AS THE
CATEGORY TITLE. SO
CO START A CLAN,
PRAaiCE BY
YOURSELF, READ UP
ON THE FUTURE
HISTORY OF
PGL action can now be enjoyed on television! "TV.com, the
nation's highest-rated show dedicated to computers and the
ii
Internet, carries a PGL highlight segment twice _ .
per month. TV.com airs on overi 2 o broad-
cast television stations throughout the U.S. ! [.
dj
Check out the PGL Web site at www.pgl.com i
for station and show time specifics. 1
Highlights, standings, league reports and ®
player interviews - the PGL is on TV - on TV.com.
•ryr^VL
WAR - WHATEVER. BUT BE SURE TO
CHECK OUT WWW.PCL.COM TO GET THE
LATEST NEWS ON SEASON 2.
www.pgLcom
r RANKINGS
yi>0;AI£
I when you establish the first pro
p sports league for computer gamers,
L you’ve gotta expect thousands of
[; players to show up. So how do you
[| separate the great gamers from the
[I gc^? By running 'em ait through
I a rigorous month-long qualifying
' round and evaluating their sklilx
I ! every step of the way. Using the most
sophisticated rankings database
i on the planet, courtesy of TEN™,
' the PGL took nearly 1,500 Season I
L entrants and found the top 256. This
L isn’t one of those wimpy ranking
systems that just calculates your
L "kill-to-death” rate. This is the "two
- years in the making, two years of
real-world usage” ranking system
L that ail the other gaming sites and
r services have been trying to duplicate.
Based on the logic and methodology
I of the U.S. Chess Federation system,
! the PGL ranking engine screams. With
every encounter in every match, the
^ PGL ranking machine considers the
relative skill level of each opponent,
i| while re-calculating your rank in
' real-time. See your position in the
standings updated instantaneously
I every time you exit a match. Leaf
through the reams of background
data to analyze your opponents’
(or your own) strengths, weaknesses,
■ preferred weapons, and other
1 tendencies. Or, just gaze enviously at
K Reptile’s and Bz’s immaculate stats
!' and dream of the day...
PGL RANKINGS
[j Season I
'I Qualification Period
i COMMAND a CONQUER:
b. RED ALERT
Rank
Screen Name
Score
1
BI2
19640
2
SOLJA
19242
3
push
'8974
U
N-same
t8687
5
MOBBIN
18433
6
unabomben
18415
7
Havocs
18396
8
Hoggleford
18395
9
WaCnaRd
18303
>0
DeepBlue
QUAKE
18287
Rank
Screen Name
Score
1
Rept-POST
20308
2
AzraeilB
20135
3
frick
2001:,
4
dmann
19909
5
Bz
19662
6
cabalist
19489
7
graphik
19106
8
Di3-Unholy
18732
9
Rykov_
18657
10
Kryotekk
t84,8o
AMon ^ .
BJ2 Gun of the ^rategy Set
B|2 (,ieaf name: Helms] may he in his ecriv leeim, but that hasnt prevented him
from rising to the “pole position” in the Red Alert division of the PGL’s inaugural season.
Although he’s only been playing for nine months, Bja has risen through the Red Alert ranks
on TEN, residing on the top 10 list for some time now. Being seeded #1 in the strategy
category of the PGL's inaugural season is just his latest gaming accomplishment And with
four years to go before college rears its ugly head, Bjz stands to enjoy his pro gamer sta-
tus for some time to come. “I’m not sure how my parents would react if I told them I was
blowing off college to ‘pursue a pro career’ as a computer gamer,” he laughs.
ih. far-jLj' pjuidnT sane tuc much, since he’s the one who got BJ2 started in the
online gaming space. “My dad and I began playing Red Alert last winter from the CD.
Enclosed in the CD was an advertisement for TEN, and we decided it would be a great
challenge to test our skills against other opponents around the country,” he says. They
set up the account, “Bj2,” primarily for Ben to play; his father’s involvement was mostly
to ensure that TEN was a safe environment for kids. “As we began to play more, my skills
surpassed my dad’s, and he started dragging my rank down, so I gave him the boot,”
Bj2 chuckles.
:n the rr-rTncKi;;:., 8^2 fias hr hands fin' v - i '1 : “I personally prefer
3-on-3 games of Red Alert on TEN, ‘cause they’re more exciting, with the cooperation and
coordination necessary to work as a team. But i-on-i matches, like the PGL offers, really
bring out an individual player’s true skills; you can tell pretty quickly if you’re feeing a strong
adversary. And in the PGL, nearly every player Is a high-caliber opponent”
Name: Ben Helms A.K.A: BJ2 Age: 14 Years played: 9 months
ar - Arch nemesis: Hoggleford or Unabomben
■ ■ Favorite Partner: My long time TEN friend and partner, LAZYDOC
1 Preferred Weapons: Russian Heavy Tank
Controller: Mouse and Keyboard
P Honors/Awards: Top 10 in Red Alert on TEN for a long while, and
R. finished number 1 in Red Alert pgl qualification.
Mk Residence: Tennessee
y I Connection: 28.8 CPU Speed: 100 mhx
I Favorite level: Path Beyond and No Escape
n f Hobbies: Football, Water Skiing, Board War Games
Favorite Saying: "Bring it on, Boys!!!"
Reptile Scaliil," ihs P6i us;;.- is;::
Ku:.l- p:jSi; aim Rvplil-* -W.-! name: jim has been playing video and computer
games for nearly three quarters of his life. At twenty-one, he says that amounts to more than
10,000 hours of electronic gaming in one form or another. But from his vantage point perched
atop the PGL QUAKE leader board, it looks like time well spent “The PGL came along at the
perfect time for me, since I’m just hitting my stride in tenns of gaming skills. And since I’m
still pretty young, I think there’s still room for improvement in my game,” he states.
iiu accomslishsd of '.fo. u; (coin and card) magic, Reptile has made
many an opponent disappear in a cloud of smoke and gibbage. “Just like performing magic
tricks, the key in QUAKE or any action game is to immerse yourself In what you’re doing and
do It again and again until it becomes almost second nature,” says Reptile.
01=6 smoiirr rtr iiS . z>-vr,. - : who “made the cut” in
PGL Season 1 doesn't come as a surprise to the ultra-competitive Reptile. While he doesnt
think of himself as tire very best (yet), he prides himself on being extremely confident in his
abilities and aggressive in his approach to the game. “I know tiiere are players out there
who get more recognition, and are considered better than me. I’m confident enough in my
abilities that I reh'sh the prospect of playing the best And I truly believe I have a legitimate
chance to beat anyone, when 1 go on the Internet looldng for my next victim!”
Name: Jim Oangcil A.K.A: Rept-POST (aka Reptile) Age: 21 Years played: 15
Preferred Weapons: Lightning Gun and Rocket Launcher
Controller: Logitech Mouse and Microsoft Keyboard
Honors/Awards: Top 8 in Red Annihilation Tournament
Residence: Chatsworth, CA
Connection; Ti CPU Speed: 266mhz
Favorite levels: DM6, DM4, DMz
Hobbies: Close-up Magic, Basketball, Multiplayer Computer Games
Favorite Saying: Would you like some cheese with that whine??
fjQAHD
The PGl’s governing boaxd is a veritable "who’s who” of T"”
electronic entertainment industry luminaries. Beginning
with commissioner Nolan Bushnell, the board's illustrious '
members have each been responsible for some of the biggest
hits that this business has ever seen. Here’s a closer look at _
two influential VCl board members; iStiKXBfl
|Sperry co-founded Westwood
iV Studios in 1985. His passion for
« business and his visionary
leadership continues to keep the company
at the top of the entertainment software
industry year after year. Sperry remains
actively involved in product development
and has been a key architect and creative
force behind several product lines including:
The Eye of the Beholder and Lands of
Lore fantasy games, The Kyrandia
Adventures, and the Command & Conquer
strategy line.
"The PGL is truly as important for
the entertainment software industry
as it is for the gamers themselves.
The industry needs a 'platform' that
will raise computer gaming to the
level of other competitive sports, and
attract a broad consumer market of
both participants and spectators.
I've been in the computer games
business for a dozen years, and the
PGL is the most exciting single
concept I've encountered during
that time."
- Brett Sperry
PETER MOLYNEUX:
Founder/Managing Director, m
LIonHead Studios 1^
Peter Molyneux is one of the I
best-known names in the I ’ ^
international world of computer
games. He co-founded Bullfrog ^ :
Productions in 1987 and single-handedly
created a new genre of computer games
(the “god game" with the release of
Populous). Over the past ten years,
Molyneux has been responsible for a
string of immensely popular games
including Powermonger, Theme Park,
Magic Carpet and most recently Dungeon
Keeper. Cumulative sales of his games are
now approaching the ten million mark
world-wide. Earlier this year Molyneux left
Bullfrog Productions to form a new games
development company, Lionhead Studios.
Ail 'JULiii Uiid
There s a whole
lotta cadi up for ^
grabs in the PCL
How much cash
exactly? Try
$30,000* in eachjH|
duee-month^^^g|np
season, for a
ofmore’Uian _
$120,000 for the
first year. Here’s
how all the loot
stacks up for
a Year l:
Vi/
Siihiiitcal
ij-.tiiti
coni/olli/s
- Peter Molyneux
Running the PGL at the in-the-trenches level is |
not supposed to be pretty. It's all about officiating,
monitoring, recording and broadcasting more than
250 competitive, structured multiplayer matches in
less than 6 weeks, to determine the top 8 players
in each game category. Welt, the league's referees
are earning their pay big-time ''filming" each
match for posterity, enforcing rules that many
players have only heard about, and otherwise
maintaining order in games based on premeditated mass murder. The PGL officials
are literally working around the clock to create the most democratic environment
for serious online competition that the 'Net has ever seen. Have you hugged a
PGL referee today?
GO TO #089 @ www.computergaming.com/infolink
.■ivhoHei^
mv,hms wft/J
^ Ouiliiiv jD {tfcefmito/JiiJiiy'Jli fyoii)
liltifeOjgygpAtfrf geane..Mnd mwA mom
I TOtMs o» cash and prbats
yy^ii liYr^; ":;yg;iT:; c5j'J'r;i;\
yy
Whether you’re among the
elite players competing in the
PGL, or just a casual gamer,
or only want to watch, the
one Web site you oughtta
bookmark is “www.pgl.com,”
home base for the Professional
Gamers’ League. Stats,
standings, schedules, profiles,
box scores, game summaries,
downloadable demos, high-
light reels, scouting films —
it’s all here. Coming soon:
the ability to sit back in the
comfort of your home (or office
cube) and watch a PGL match
via streaming video. The PGL
site was designed with all of
the PGL audiences in mind.
from players to spectators.
PGL players: scout your next
official match using tons of data
gathered from your opponents’
previous battles. Fans: read
up on the personal and
professional sides of PGL stars
like Thresh, Pookie, DeepBlue
and Azraeli3. Spectators:
check the season schedules
for upcoming PGL matches,
when and where
they’ll be aired, pSTTl ^
etc. in short,
catch up on all j {
things PGL at ' ;TT*'* &—*•--
www.pgl.com 2 i :'E
6
L jYr'yyyj
AMDZl
AMDP
a WorldNet
MtloMiiPiiii
PROFiSSIONAL
GAMERS' LEAGUES
www.atLcom/worldnet/
www.computergaming.com www.creativelabs.com
(nB
CW)
www.bbn.com www.logitech.com www.rendition.com www.ten.net www.3com.com/x2 www.jazzmm.com
AMD, the AMD logo, and the combination thereof, and AM0-K6 are trademarks of Advanced Micro Devices, Inc. MMX Is a trademark of Intel Corporation. PGL, Professional Gamers' League, and the
PGL logo are trademarks of Professional Gamers' League. TEN, Total Entertainment Network, Play It Online, and the TEN logo are trademarks of T E Network, Inc. QUAKE Is a registered trademark
of Id Software, Inc. The Id Software name and the Id logo are trademarks of Id Software, Inc. Command & Conquer Is a registered trademark and Red Alert Is a trademark of Westwood Studios, Inc.
US Robotics and the US Robotics logo are registered trademarks and xa and the xz logo are trademarks of 3COM Corporation or Its subsidiaries. Dockers and the Dockers logo design are registered
trademarks of Levi Strauss & Co. Creative Labs and the Creative Ubs logo are registered trademarks of Creative Technology Ltd. AT&T WoriNet is a re^stered trademark of AT&T. All other logos,
trademarks and registered trademarks are the property of their respective owners. The Professional Gamers' League will be subject to all applicable federal and state laws. The Professional Gamers'
League reserves the right, in its sole discretion, to modify this contest in any manner whatsoever (Including, but not limited to rules, prizes, and start date) as well as the right to cancel this
contest for any reason.
GO TO #089 @ www.compulergamlng.com/infollnk
JACK NICKLAUS 5 • REVIEWA AAAA
Jack Attacks
Jack Nicklaus 5 Takes Links Head On
by Scott A. May
T alk about an unexpected
surprise. How does
Accolade follow up Jack
Nicklaus 4, arguably the
best golf sini on the planet?
With Jack Nickl-aus 5, of
course. But whats unex-
pected is that JN5 comes so
close on the heels of
JN4 — the games were
released less than seven months
apart. An even bigger surprise is
how Accolade made this a great
game even better,
Tlie first thing you notice
about JN5 is its smooth, “we’ve
got this genre nailed” attitude.
And indeed they do. A bluesy
Booker ’Pinspired riff welcomes
players to an astonishing lineup
of 10, 18-holc courses, the most
of anygolf,sini on tlx: market.
In addition to the links found in
the previous title, |N5 offers five
new courses; exotic Hualalai
llcsort Golf Club in I-lawaii,
South Shore Golf Club at Lake
Las Vegas, Irelands Mount
Juliet Golf Club, and two origi-
nal designs, Montere)’ Bay and
Challenge at Danger Bay, both sculpted
with the built-in course architect.
proprietary height-mapping mode! used
in the previous \'ersion of the game.
Game pliysics have been tweaked to
allow for uneven and hillside lies, which
add to the games realism. However, the
biggest change is tlie addition of polygo-
nal golfers, who replace the old cut-and-
paste FMV images. Comprised of 2,000
polygons with motion-captured anima-
tion, the new onscreen golfers are utterly
POLY TECH Accolade's new 2,000-count polygonal golfers deliver
unprecedented detail and fluid motion. Also new: uneven lies and
custom camera views.
BUFFER DUFFERS
lmpro\ ements to last year’s model arc
numerous, starting with a more aggres-
sive com])uter AI. Digital opponents
IMimp up their play in response to your
own increasing skills. Game speed has
also been significantly tweaked, both in
solo rounds and in the wide range of
multiplayer modes, including serial,
modem, LAN, and network connec-
tions. Accolade has made it easier to find
opponents online, thanks to its new
Game Matching Service, a user-friendly
method of locating and matching
Internet players of equal skills,
Graphics remain a liighlight of JN5,
w'hich features the same groundbreaking
amazing. Ikiese guys are unquestionably
the most natural and lifelike digital
golfers I’ve ever seen — they blend per-
fectly w'ith the foreground graphics.
Another big change is the introduc-
tion of the MouseMctcr, the latest
attempt by game designers to offer a
more intrinsic method of swinging the
virtual club. Viewed from an overhead
perspective, players move the mouse
right for backswing and then quickly to
the left to make contact. Moving the
mouse slightly u]3 or dowir on the follow'-
through produces a .slice or hook.
Excellent try’. Accolade, but no cigar.
There's absolutely no w'ay to judge how
far your shot will travel based on your
wrist snap. Two seemingly similar swings
can vary in distance as much as 50-75
yards. Add that up over the course of 18
holes and this little gizmo can easily cost
DESIGNER DREAMS
|N5!s biggest draw remains its built-in
course designer, a feature no otlrer golf
sim can touch with a lO-foot driver. More
powerful tlian ever, lire designer — mod-
eled after Nicklaas
Productions’ own prrrpri-
ctary CAD sy'Stem —
offers even greater free-
dom to change textures,
add objects, and alter
course layouts. You can
now also import custom
graphics and sound
effects created with third-
party' applications.
Unfortunately, you still
have to save and exit the
designer to test a hole —
one ov'ersight not correct-
ed from the previous ver-
sion of tlx: game. And
despite lire interface
improvements, tlx: learn-
ing ciirx-e is still quite steep. But it’s an
investment well worth making, consider-
ing tire long-tenn enjoyment it promises.
0\'erall, Jack Nicklaus 5 is a worthy
upgrade to an already classic golf sim. If
you enjoyed the last round, you’ll find
yourself falling in love all over again.
^APPEAL: Golf nuts of any skill.
^PROS: Faster play and killer
graphics; better course designer;
beefed-up computer Al; choice of
three types of swing mechanics.
you a matcii. Luckily, tlie MouseMctcr
is only an option; both double- and
triple-click swing meters are available for
old-timers.
Price: S39.95
System Requirements:
Pentium 120, Windows
95, 16MB RAM, 16-bit
graphics card, 4x CD-
ROM drive, 137MB free
hard-drive space, key-
board or mouse; Win
95-compatib!e sound
cards.
3D Support: None.
Multiplayer Support:
Modem (2 players),
serial (2 players), LAN
(2-8 players): 1 CD per
player.
Designer: Eclipse
Entertainment
Publisher; Accolade
San Jose, CA
(800) 245-7744
www.accolade.com
Jk
MARCH 199B
COW
...YARMOOR [YELLOW] DEFEATS FLATLINER [BLACK] IN A SANCTIONED MATCH ON SOLARIS...
Stone -GrpW-> : Where did DW's Banshee go?
3T Chance -6rpW-> : It shredded my gyro!
I'm out! DEAD!
Stone -GrpW-> : I'm gonna need help
- who's left?
HELLO?
iii
1i
CAMESTORM.
SDLRRIS'
www.multiplayerbattletech.com
— $9.95 MONTHLY— ONE PRICE, ALL GAMES, UNLIMITED PLAY— FIRST MONTH FREE —
GO TO II238 @ www.computergaming.com/infolink
Multiplayer BattleTech: Solaris is a trademark and BattieTech is a registered trademark of FASA Corporation.
Used under license. GameStorm is a trademark of Kesmai Corporation ® 1997. All rights reserved. studio
JFBbR
SODA OFF-ROAD RACIHC • REYIEWAA
Dirt Ball
SODA Off-Road Racing Is So Real You’ll Feel the Mud In Your Eye
by Gordon Goble
hat would you
expect if Papyrus
Design Croup,
the minds behind
(lie classic
NASCAR
R-'iCINC, decided
to go off-roading?
Considering the
source, you might
expect a realistic, off-road simulation
with excellent vehicle d>Tiamics and an
aecent on garage know-how. And thats a
perfect description of SODA Off-
Road Racing,
In fact, though SODA has Papyrus'
name wTitten all o\'er it, (he com[)an)’
was on board in an advisor}' and sup[5ort
role only. 'Ihis superb simulation was
actually crafted for
Pap}'ru.s (and ulti-
mately Sierra On-
Line) by a little
developer called
Software Allies,
which has lent a
minor helping
hand to previous
Papyrus efforts.
SODA is Software
Allies' first solo
excursion, and it’s
probably (he finest
off-road title ever,
putting to shame
Accolade’s atro-
cious 'I'lib'l' DltlVK:
Off Ro.ad and
driving Microsoft*)
MONSUFItTRUCK
Mxdnfss right off the road.
MY NAME IS MUD
SODA gives gamers the opportunity
to dri\ e one of three different off-road
x'ehicic types through a variety of dirt
and mud environments that often
resemble roller coasters more than race-
tracks. 'lire drive is slow, jolting, and dif-
ficult-just as it should be — and is per-
fectly suited to anyone who appreciates
the hammering (hat real-life off-road
dris ers take as the}' stmggle to keep tlieir
mounts pointed in the right direction
through the inosl horrid of conditions,
,'\nd we're not talking inclement
weather here, folks. Indeed, SODA
events always take place under glorious
blue .skies with just a hint of clouds. It’s
what the}Te nin upon that is the cause
for concern, 'lliis is loo,sc, deep soil, the
ty[}e of terrain (hat would bog dowTi
most any other sort of race ear, the type
that sj3ra}'S U]) from tires and refuses to
allow anything but a cautious, controlled
approach.'! lie fact that treacherous
cliffs, steep hills, sudden abutments, and
gaps in the roadway are stre\'.ii about
only adds to (he fear that you could be
tossed off the beaten path at aiiy
moment.
But whether you opt for the light-
weight “buggie” class, the high-powered
two-wheel-drive tnick or (he equally
|)otenl four-w heel-dri\’e categor}', one
thing remains constant — SODA/cc/,s'
real. 'Fake a gi\ en turn at SO mph and
watch as }our rear wheels kick out from
under you or your front end comes
around, 'Iben, on your ncx1 circuit, take
the same turn at 47 mph. 'lhat 3-mph
differential may well be enough to keep
}'Our tires on the ground, if }'Ou’vc
approached the turn in the exact same
manner, that is. If not, you may catch a
little gra.ss on the left, a little of that dip
on the right, or merel}’ get a little “out of
shape.” Whatever, there’s a good chance
you won't e.\perience (he .same results.
Nor should you.
TOUCHY FEELY
SODA is perha[)s the most ''touch} ”
PapyriLs title to date, which adds to its
inherent difficulty. /Iny fast steering
maneuver is a guarantee of failure, as is
quick acceleration or sudden braking.
Instead, smooth, fluid movements are
the trick. '] hough its
frirstrating and .seem-
ingly impo.ssible at first,
considering the condi-
tioius, you simph’ have
to stick with it on just
one course, going over
it again and agiiin, until
vou’n'c mastered the
almost gentle driving
style the game
dentunds.Ybu know-
kind of like what you
had to do the first
times }'ou ran
NASC/\RR\GtNG.
Certainly you can’t
ex|)ect carnage on a
level of NASCAR
RACtNG, but various
body chunks do lend to
crumple and detach, and your vehicle
may accrue enough damage to [)rcma-
turcly end your day. It’s unfortunate,
then, that SODA docs a rather poor job
of graphically highlighting crashes — its
usually a rather insignificant bump and
very little audio.
Graphically, SODA seems a bit rough
at first, but the pieces fall into place once
you start driving, no matter which of the
Price: S49.95
System Requirements:
Pentium 90, 16IV1B RAM,
60MB hard-drive space,
2x CD-ROM drive, 16-bit
sound card (Win 95- and
DirectXS-compatible),
VL8/PC1 SVGA DirectXS-
compatible graphics
adapter,
3D Support: Rendition-
based 3D-accelerator
boards,
Multiplayer Support:
LAN (2-6 players, 1 CD
per player), modem (2
players, 1 CD per player),
or serial connection (2
players, 1 CD per player).
Designer: Software
Allies, Inc.
Publisher: Sierra On-Line
Bellevue, WA
(800) 757-7707
www.sierra.com
MARCH 1996
ccw
SPORTS
SPORTS
REVIEW • SODA OFF-ROAD RACIHC
Roll Your Own
V irtuaily every racliis game since Papyrus' Indy SOO
has been haunted by one drawback: a limited nunv
ber of tracks. Both wild arcade games and serious
simulations tend to wear a bit thin after prolonged expo-
sure to the same corners, the same straights, and the
same track idiosyncrasies.
Fortunately for those of us who believe you can never
have enough of a good thing, Dr. SODA has come to the
rescue with a track construction kit that’s sure to cure,
it's easy to use and offers up results on a par with the
game's prepackaged circiilts—better, if you spend
enough time and effort.
The SODA Track Designer is a stand-alone utility that
starts you off with a simple oval track floating above a
simple grid, as viewed through numorous free-floating
cameras. By adjusting nodes on the road surface or on
the grid, the track can take on whatever shape you can
dream up with whatever elevation changes strike your
fancy. Monster jumps? Banked hairpin turns? Figure 8
with a mud bog on one side and a giant chasm on the
other? No problem.
After you’vB sot the basic layout, you’ll want to add
some objects. The program takes care of background
scenery and cordons off your track area with walls and
signs, but the rest Is up to you. Now, you can’t go and
drmv an enormous monumont to, say, Thmmy Faye Baker
and plunk it down in the middle of the infield, but
enough objects are provided to keep most track archi-
tects satisfied, including puridlos, foliage, grandstands,
banners, barns, and sfios. In the end, I'd managed to
piece together a challenging and I dare say attractive
course In just a couple of hours.
The downside? Welt, though you can drive your new
hunk of landscape in solo mode right away, for comput-
erized competition you're going to have to devote sever-
al hours of your computer's time to SOOA’s “Loarn”
mode, which instills artificial Intelilgence into the pro-
gram’s cars (though some might argue that they don't
get quite smart enough). Fortunately, this lengthy proce-
dure can be interrupted and picked up again later or run
quite inconspicuously in the background while you spend
your time on more constructive things— like writing a
game review.
► HIGH JUMP SODA courses pack a lit-
tle of everything, including monster
jumps like this.
niiiny free-floating
viewing perspectives
yon’ve selected.'llie
vicinity around your
car is \'i\'iclly rendered,
w'itli rampant laxtiiring
that offers a convinc-
ing sense of speed. All
the vehicles move,
bounce, and shudder
in a wonderful rc-crc-
alion of real life; the
graphics lose their
autlrcntidt)' only under
extreme bumpcr-io-bnmper action, when yon feel a.s if you’re
■'merging” with the truck ahead.
'llic game offers 12 stock courses, cacli from one of three envi-
ronment t)pcs (desert, countr)’, and tropics) made up of individual
palettes and uniejue peripheral scenery. SODA offers full
Rendition support, though even with a Screamin’ 3D and a P20() I
was forced to lower some of the detail to bump the frame rale to
optimum levels. I'brlunately, SODA packs graphic options galore
and should work just fine with an}' ii[>.scalc rig.
Of course, Papynis sTOuldn’l put its name on a title that didn’t
feature an imposing
garage and setup facili-
ty. Such is the case
with SODA, w'hich
lets you modify your
sctu]i to your heart’s
content — and suffer
the consequences of
your tinkering.
All in all, SODA
Ol’i' Ro.\d R-\CINC is
an appealing, original
racing game with tons
of cool amenitic.s. Its a
great alternative for
sim racing heads wlio
are looking for some-
thing a little offthe
beaten track. Ss
FAPPGAL: Off-road fans unim-
pressed with previous off-road
games. Sim racers who aren’t put
off by a substantial learning curve
and a new way to drive.
FPROS: Amazing vehicle physics
and dynamics; lovely foreground tex-
turing that conveys speed and direc-
tion; great track designer; PC off-
reading has never felt this real.
FCOHS: Marginally jagged graph-
ics; annoyingly
insignificant
crash indicators;
vehicles in
extreme close
proximity can
appear to
“merge.”
CGW
MARCH 199B
A Division of The 3DO Company
J . /rjt
Control your own destiny in a non-linear
FANTASY WORLD WHERE NOTHING IS PREORDAINED.
Choose whether to play in real-time or
TURN-BASED COMBAT MODE.
Engage in hundreds of entertaining mini-
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EXPERIENCE BREATHTAKING 16-BIT, 65.000-COLOR
GRAPHICS IN A SMOOTH-SCROLLING, HIGH-RES
ENVIRONMENT.
WWW.3D0.COM 800-251-9563
GO TO #096 @ www.computergaming.com/infolink
• Woria .Compuitnfl logo, and MIghland Magic are trademarks and/or registered trademarks o( The 3D0 Company. 01997 The 300 Company. All rights reserved.
HE
IR
PE
EP
RIL
TH
Mjp; ^ jj
CLASSICS b PUZZLES
REVIEW • YOU DOHT KNOW JACK 3
Price: $29.99 (each)
System Requirements:
486/66, Windows 3,1 or
better, 16MB RAM, 28MB
hard-drive space, SVGA
graphics, 2x CD ROM; sup-
ports Windows-compatible
sound cards,
3D Support: None.
Multiplayer Support:
Hotseat (1-3 players).
Designer: Jellyvision
Publisher: Berkeley
Systems
Berkeley. CA
(510) 540-5535
www.berkeleysystems.com
Pair of Jacks
Diamonds, Mom Clubs in the Latest Hand From Berkeley
by Charles Ardai
illunigli both start with
"f” and end willi “ier," an\'
tliird-gradcr can tell jtiu
tlial "fancier” and “fun-
nier” aren’t synon)'ms.
dliis is w'h)' it's a little dis-
, appointing to see the
[ very talented folks at
I Berkeley Systems
I as,suining that making
a game fancier automatically makes
it funnier, as well.
'Ihc You Don't Know Jack
games (of which YOLi DON’'t'
Know' |,\ck 3 and You Don’t
Know' Jack TV are numhers five
and six) have never been ver)' fancy,
but they’\e alwaw been incredibl)’,
wickedly, naughtil)’, and uproarious-
ly funny. Now come the latest
inslallments, and all of a sudden
cvciA'thing’s fancier: 'Hie visuals are
.still almost all text, but now the text
scrolls and spirals and flows and
.swoo.shcs on and off the screen;
now a right answer causes the ]3la\-
cr’s numeral to be showered with
dollar bills or celebrated with fire-
works, while a wTong answer causes
the number to be cnished under a
falling anvil. But funnier it isn’t.
Indeed, the wit that has alwaj's
been the hallmark of this sterling
series suddenly seems
somehow. . .strained. Can it be that
after writing something around
50,000 smart-alecky tri\'ia ejuestions
and silly gag answers, the writers are
beginning to run out of ideas?
I DON'T KNOW, JACK
Another possibility is that the
audience is simply becoming bored
w ith J.\CK. i know that after watch-
ing JcopurdyiiWT)' night for a week,
I greet a new episode with some-
what less enthusiasm than 1 do
when I'n’c been away from nwTA’'
for a while. Computer gamers ]ia\'e
been getting a steady diet of J,\CK
for about two \ears now; one could
hardly blame them if they were getting
a little tired of it. Was Shakes|)eare
writing about J,A(.:K when he said, "Play
on...give me excess of it, that, .surfeit-
ing, (he appetite ma)' sicken, and ,so
die...Knough; no more; 'tis not so .sweet
now^ as it was before”? Wtll, not rcalh;
but he might as w ell have been.
What’s (here to tire of? Cheeky
innuendo, for one thing. Sexual double
eniendres need not be sophisticated,
P As if the jiggling Weren't
Enough (ACR)
If the producers of “Charlie’s Angels” had
cast the show according to its ORIGINAL
title, which of the following would you have
expected to have seen?
1 1, cats going brA“les8
2*dogs in bikinis
3. rabbits in halter tops ■
A. bears In tube tops
Ch^i^te V ChafJks
^^0 I $ 1 ;^
They Can Do Amazing Things
with Spandex"*
$ 2,000
What would an Olympic
gymnast have to do in order
to execute a “groined vault”?
1 scrub in and perforin surgery
2 orguiize a bank robbery
have sex with three women at once
► FROM SPANDEX TO PLAYTEX Both games are risque, but you'll find Jack 3 funnier
than Jack TV.
A
ccw
MARCH 1996
YOU DOM'T KNOW JACK TV • REVIEWAAV
but they do need to be pulled off with a
certain elegance — otherwise, you’re
really dealing with single enlendre, as in
Jack 3’s new“Tlirce Way” questions,
with their orgasmic background sounds
(“Oh, yes!”) and forced sex gags (“Looks
like we’ve readied our climax”). Gross-
out gags are also getting tiring: All the
Jack games end with parody commer-
cials, but w'hcrc the first game had some
brilliant satiric gems (two years later, 1
still chuckle over the “Mealth food store
bo)' doll” jingle), Jack 5 and JackTV
club }ou o\’er the head with ads for a
"urination pad for men,” a 'IVsjiccial
called VWien Dogs Sniff Crotches 2, and
a food product callccrSplat; Spreadable
Lips, Anuses, and Teals.”
Am 1 selecting the most extreme
examples? Of course 1 am, and 1 don’t
w'ant to be unfair, llic a\'cragc level of
the humor is not quite as low' as these
examples might suggest, though Jack 3
comes off much better— and funnier—
in this regard than does JaCKTV
DIS OR DAT?
Gameplay is tlie same as in ]irevious
installments. For the handful of you who
have never pla)'ed JACK, tliis means that
a snide offecreen host reads multiple-
choice questions out loud and one, two,
or three players race to bu>a in and
.select answers. Players win points for
answering correctly and lose points for
making mistakes. Play is divided into
three rounds, including a finale (the “Jack
Attack”) in w'hich you ha\ e to match
pairs of clues that embody some special
relationship. Periodically, unusual types
of questions crop up, including“Dis or
Dat" questions, in which )ou ha\'c to
indicate into which of two categories a
series of clues falls (“Dangerous gas or
shampoo?’); “Impossible Questions,” in
which you have to guess at a j)iece of
information \'ou couldn't possibl)' know'
("How many dollars did Sinokeyand the
Banditgross by 1995?"); and the ever-
popular“Gibberish Questions,” in w'hich
you have to translate a meaningless
phrase into the familiar phrase with
which it rhymes.
Questions can be on any topic in JACK
3; in JackTv( all the questions are about
telev'ision shows, w'ith a particular
emphasis on cheesy genre shows and sit-
coms of the 1970s. Your success at the
latter will be greater if you know' that the
Bionic Woman was a tennis pro before
she became bionic and that Archie
Bunker once called Iwinkies “WASP
soul food.” But, as with Jack SPORfS (in
which most of the questions could be
enjoyed by people who were not sports
fanatics). JackTA-' is not particularly
nasty or relentless in the minutiae it asks
you to recall.
J.\CK TV has a different host from
Jac:k 3, and the change is anything but
an improvement. His voice is more
grating and his jokes are noticeably
lame. (Aftcra question about 'Ifappcr
John’s surgeon .sidekick, Gonzo, the
announcer quips “A Muppet doing
surgery. Oh, man, 1 can see the mal-
practice suit from here.” After a ques-
tion about the eagle on Wonder
Woman's costume, he wryly says; "1
stared at her chest plenty and 1 never
noticed no eagle.”)
To be fair, some of the animation
sequences that introduce each question
in Jack TV include very funn)' parodies
of TV theme songs and catchphrases: a
ITcrv'c Villcchaize imitator shouting
“Tliir-Tcen! Thir-Teen!" a la Fantasy
Island, for instance.
In a world that had never know'n
Jack, both Jack 3 and JackTV would
probab!)’ be hailed as successes. /Mas, we
know (and wc’\'c pla\ cd) better. Jack 3 is
the more inspired of the two games, and
is well worth the purchase despite being
overjKodiiced. JackTA-' has its
moments, but if you're expecting another
change of pace — such as with JACK
Movies— you'll likely be di.sap])ointed.
Maybe by the time JACK 4 rolls around,
the w'ritere will have some frc.sh ideas.
We can onl\' hope. %
MARCH 1998
ccw
CLASSICS
There’s a little geek in ali of us
Introducing ZDTV, the first 24-hour computer channel and integrated website, coming in spring 1998, Go to www.zdtv.com for a sneak preview,
and let us know what you think. If we like your ideas, we might even give you your own show, How's that for interactive?
thariesSchwab D^ 4 ,L IBM iTlt^ McfOS<# |W||CRON Novell. ORACLS S IEBE I- ^SUtl
Many thanks to our charter sponsors.
HOYLE CLASSIC CARD GAMES • REVIEW A ^
Pick a Card
by Barry Brenesal
N ow that the liolidays liavc passed,
you may be wondering what to
do witii that leftover fruitcake
Ifom Aunt Ida. You might feel the
same about the perennial gaggle
of parlor games ported to the PC. Its not
that HoYUi: Classic Caiid Games
lacks the usual Sierra polish, it’s just that
there isn’t much else here.
Gone are the computer-
driven opponents drawn from
Sierra’s past grapliics adven-
tures. (1 miss Baba Yaga.)
Tliey’ve been replaced by a
slate of new figures — ftom a
lawyer named Langley to an
anthropomorphized robot
named Primus. \bu ’ll find a
spate of familiar card games
among the 12 game selections
in tlie package. But computer
versions of Bridge and Poker
have been done far better
elsewlrere, and there are a
number of good shareware versions of
Mcarts available on the Internet— for a lot
loss money.
Of course, the real fun of card games
comes from social interaclion; thals why
Aunt Ida dons her green \asor and plays
poker with the boys every Tuesday night.
Tliis multiplayer camaraderie is complete-
ly missing from the hloYij: Classic
Calld Games.
Attempts to
simirlate this
interaction backfire
aftcracharac-
ter responds w'ilh identically inflected
remarks the 15tli time, you begin to feel as
if your nose is being shoved inside tlie des-
iccated programming code of tire game.
You may not w'ant to offend your Aunt
Ida by serrding back that fnritcake, but
yoir carr certainly turn down this half-
baked fruitcake of a ganre. %
^APPEAL: For those who feel
shuffling real cards takes too much
ene^y.
^PROS: Simple interface; familiar
games; nice doc-
umentation.
►CONS: There
are much better
computer card
games for the
price.
Price: $29.95
System
Requirements:
486/66, Windows
3.1 or better, SMB
RAM. 6MB hard-
drive space, 2x CD-
ROM drive; sup-
ports Windows-
compatible sound
cards.
3D Support: None.
Multiplayer Support: Oi
through Sierra Internet (
Service (2-4 players); 1
player.
Publisher: Sierra On-Lir
Bellevue, WA
(800) 757-7707
wviiiw.sierra.com
PICTIONARY • REVIEW A ^
Drawing a Blank
by Charlotte Panther
A s I am a huge fan of tlie Pictionary
board game, I was eagerly awaiting
Llasbro’s digital version. Despite the
participation of the original design-
ers, however, PlcnONARYdoes not
come close to the standard of its pcncil-
and-paper cousin, lire game is played via
six categories, four of which involve figur-
ing out what the computer is drawing, or
guessing at a hidden image before all of its
parLs are revealed. There’s also a fast-
buzzer round, during which you mu.st
match up words and pictures as they glide
past you on a conveyor belt.
Most of the games require you to buzz
in and type the first three letters of the
answer — if you’re correct, the
rest of the word will register
automatically. With the phrase
“ear to the ground,” for exam-
ple, 1 typed “ear" and the
game credited me with get-
ting the whole phrase correct.
'Iliis feature removes all the
tension that arises from get-
ting some of the clue right and
stniggling to figure out the
whole thing— which is an
intrinsic part of what made the
original Pictionaij'km.
In general, the games in
PlcnONARY are fairly unre-
markable.
Only ioif
Draw—
where you must draw pic-
tures using your mouse as a pencil — is
really reminiscent of the original.
Watching friends’ attempts to draw mas-
terpieces with the mouse had its
moments, but I found myself missing the
boardgame. Some classics are better
enjoyed in tiieir original incarnation.
►APPEAL: Only for those who
assume that digital must be better
than paper.
►PROS: Watching friends drawing
pathetic pictures with the mouse will
make you
chuckle.
►CONS: Too
easy; only one of
the six games
resembles the
boardgame.
Price: $29.99
System
Requirements:
486/66, Windows
95. 12MB RAM,
40MB hard-drive
space, 2x CD-ROM;
supports Windows-
compatible sound
cards.
3D Support: None.
Multiplayer sup-
port: 1-3 individual
players or two
teams; internet,
LAN, or Hotseat;
1 CD per player.
Publisher: Hasbro
Interactive
Beverly,
Massachusetts
(508) 921-3700
www.hasbro.com
CLASSICS 6 PUZZLES CLASSICS & PUZZLES
INTRODUCING A NEW PUBLICATION FROM ZIFF-DAVIS
a,- WAV ■
WMfeT
TV
ieDVDM«rrn ]i ^igiiiUaiiHfAi
The Coolest Digital
Products On The Planet.
ZDTiTFnAvi.! GET IT AT A NEWSSTAND BEGINNING NOVEMBER 4TH
OR CHECK IT OUT ON THE WEB AT WWW.ZDEQUIP.COM
CopyriglK © 1997 by Ziff-Davis Inc. All Rights Reserved. ZD Equip is a trademark of Ziff-Davis Inc. and PC Coinpuiinu is a recislcrcd trademark of Ziff-Davis Inc
Dick Tracy ®&© Tribune Media Services Inc.
SCORPIA ADVEHTURE/RP6
ii
The
game is a
lighthearted
romp, full of
humor and
wicked little
jabs at
adven-
turing. T*
Price: S49.95
System Requirements;
Pentium 90, Windows 95,
16MB RAM, 50MB hard-drive
space, 4x CD-ROM drive, 16-
bit 640x480 graphics with a
VESA local bus or PCI video
card with 1MB RAM, Sound
Blaster 16-compatible sound
card, mouse. 28.8Kbps mo-
dem for multiplayer option.
30 Support: None.
Multiplayer Support:
Modem, LAN, or internet {2
players); 1CD per player.
Designer/Publisher:
Activision
Santa Monica, CA
(310) 255-2000
www.activislon.com
iiig nostalgic stops at Flood Control
Dam and the legendary \Vliite
[ louse. 'Iliis isn't just a trip down niemo-
r}' lane, of course; there is also a nefari-
ous plot to foil.
Tlie Inquisitor (of the title) is behind it
all. Mis goal is to completely eradicate
magic, while at the same time ensure
that the population bows iii total, mind-
numbing obedience to his orders. Me is,
oln’iously. not a nice gu\'.
\\1iile the game begins in Port
Foozle, you quickly end up in the
G.U.E., where most of the action takes
place. It's here that you find the la.st bit
DAM IT Harking back all the way to Zork I, you’ll have to figure out the controls to
Flood Control Dam #3 as you make your way through Zork Grand Inquisitor.
SPELL RELIEF The G.U.E. spellchecker-
should be without one.
of magical power and use it, plus your
wits, to stop the Inquisitor before bis
plans come to fruition.
You must bring magic back into the
world b)’ retrieving three potent artifacts:
the fabled Coconut of Quenclor, tiie
Cube of Foundation, and tlic Skull of
Yomck (not to be found in just any old
hamlet). In other words, its the usual
hero’s quest stuff.
HELL TO PAY
You don't go this one
alone; there arc companions
of sorts to help you along.
One is the spirit of the la.st
Dungeon Master, who cur-
rently resides in the famous
bra,ss lantern, 'llirec other
spirits trapped in totems (a
fonn of punishment) also
provide assistance, along
witli Antliaria jack, a grand
'IV hero.
Over tlie course of tlie game, you pay
a visit to Hades, meet a two-headed
Cerberus (even flell is downsizing these
daj's), traipse through time tunnels, ride
tlic G.U.E. subwa}’, spend some time in
a dragon’s moutli, and perform a daring
jail break, among other feats.
Tlie mood here is definitely light,
and wliile the underhang threat is, of
course, serious, ZORK Gr-vs'D
Inquisitor is played for laughs. There
are send-ups and takeoffs on standard
adventure fare, and other things as well.
If Antliaria Jack seems somehow suspi-
ciously familiar, thats deliberate. He may
not have raided any arks or found any
grails, but you probably know him.
In tandem with the humor, the puz-
zles are fairly easy to soK’e. Where the
previous game, ZoRK NemrsIS, had a
lot of tough nuts to crack, ZCl’s posers
often have ob\’ious answers. Wliilc
there were some tricky parts, I was a bit
sur]5risecl at how quickly tlie game was
Going
Underground
Zork Grand Inquisitor Is a Humorous
Journey Through Adventure Gaming’s Past
ADVCNTURE/RPG
SCORPIA
finished, even lliough (here is much for
}ou to do.
As with most ads'enture games these
clays, tire interface is simple. Wlien \’ou
move the cursor over an interacti\’c
object— a lever to puli, a button to push,
or a door to open— you click the mouse
to perform the appropriate action. Wlien
the cursor is over an item you can take,
the arrow beconies a hand; and you |)ick
up the item by clicking. You can then try
using it on something else, or you can
put it into your inventor)' bag. You access
the bag in one of two w'a)^; Use a hot kc)’
(F5), w'hich displays every'thing you’re
canning, or mo\e the cursor to (he top
left of the screen, which opens a sliding
bar displaying the first 16 items you have
in the bag.
Spells are handled the same w'ay; You
can open the spellbook from inside the
inventory' bag orimove the cursor to the
top right to openj a slide bar with symbols
representing the Ispells in your book.
Clicking a symbol readies the S[)ell foi'
casting. Tire speDs you leani, by the way,
are automaticallv written in the book as
you find them.
Movement is similar to that in ZoitK
NemIlSIS: while you can rotate 360
degrees or look up and dow'ii (some-
times), y'ou can move only' in certain pre-
detennined directions.
Tiic game contains no automap; the
closest thing to one is a magical map
that works w'ith (he teleport machines
scattered around (he G.U.E. Once you
have visited a main location (such as the
Dungeon Master’s Lair or G.U.E. Tech),
it appears on thc.map. Insert the ma]) in
a teleporter and choose a destination,
and you 're taken there instantly. Tliats
more than sufficient. Although the main
areas usually ha\'e several rooms each,
(he locations are small and you can't
become lost or confused. Tire G.U.E. is
a rather compact place.
YOUR TURN?
ZGl is ])resented in a letterbox style,
and when it comes to graphics, the game
is c|uile good. Tire middle portion of the
screen is the main display'; the top (con-
trols and scroll bars) and bottom (text
display) portions arc black.
Speaking of text, the game has
complete subtitles. You can play with
sound or sound and text. Tliat includes
the EMVs that mn from time to time
during the game— a thoughtful touch.
Its good to see that ZORK hasn’t forgot-
ten its roots.
Interestingly, ZGI supports multiplay
for two ])co]d1c via LAN, Internet, or
modem connections. 'Hie play is, of
course, cooperative, since GRAND
Inquisitor isn’t exact-
ly a shooter. Sorry to
say; I didn't have the
chance to try this fea-
ture, so 1 can’t tell you
how well it works
(although my editors
tell me that its less than
stellar). Also, the multi-
player softw'are that
comes W'ith the game is
labeled as a beta ver-
sion, so you may want
to slop by Activision’s Web site
(www.activision.com) to check for
updates before trying this yourself.
7he game itself, though, ran beauti-
fully throughout, W'ith no crashes,
freezes, lockups, or other oddities. It all
went very smoothly, including the
FMVs. You do need DirectX 5.0, and its
included (along w'ith a number of up-
dated sound and video drivers) on the
GD. 'Die installation of DirectX and the
new' drivers for my cards proved to be
quick and trouble-free.
’^llie acting and voice-o\'ers are very'
good. Dirk Benedict (as /Xntharia Jack) is
a standout; he’s amazing as an ersatz
Indiana Jones, 'f’he advantage of doing a
humorous game is that actors can ham it
up, and y'ou can be sure that esery'one
takes advantage of the opportunity here.
While the u.sc of live actors in games
often comes off poorly, in this case, it
works out well.
YOU HAVE DIED
Tlie downsides to the game are that it
goes loo (juickly and the puzzles are just
a little too .simple most of the time. I sup-
pose this is a reaction to complaints that
N|':mI’.S 1 S was overlydifficult. In correct-
ing for that, bowcs'cr, Actis’ision went a
bit too far in the other direction.
Overall, ZoRK Grand Inquisitor is
a lighthearted romp, full of humor and
w'icked little jabs at adventuring. While
its a little too short and a little loo easy,
the game is nonetheless fun for both vet-
erans and novices alike. %
OPEN HOUSE The White House, one of computer gam-
ing's most famous landmarks, makes a return appearance
in ZoRK Grand Inquisitor.
A. A A.
CCW MARCH 199B
GET
THE NEW
R.EM
CD-ROM
3Dfx and Windo«(s95 Native Hybrid.
01997 CRYO Inleracdve Entertainment
1592 Union Street /15S, San Francisco. CA 94123
www.cryO’Interactive.fr.
Experience extreme Rapid Eye Movement in this visually spectacular 3DFX action-adventure same.
Dreams to reality... live out your wildest, most vivid dreams... if you dare.
GO TO #132 @ wwv/.computergaming.com/infolink
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DENNIS MCCAULEY • SPORTS
Of Mice and MNP
Thanks to Some Mickey Mouse
Decision-Making, OT Sports Is Dead
T
he new's hit me
like a Reggie
White sack.
Tliere I am,
I enjoying
I MONDAi’
I Night
I Footbaix98
as much as any
I sports game
I’ve played all year. Even after sending
my review to CCWSports Editor Jeff
Green for the monthly red pen therapy, I
can’t seem to put MNF aside. 1 realize
I’m hooked because I’ve even signed up
with an Internet league, something I
almost never find time for. In the league.
I’m coaching the Eagles and loving it,
despite weekly poundings by online
opponents who take sadistic pleasure in
my red-zone blues.
And then one day I’m cmising the
newsgroups, where 1 stumble across an
anon^'mous message claiming that
MNF 98 has been orphaned, and the
staff pink-slip])ed. Could Disney, the
original corporate cash cow, really have
pulled the plug on a promising company
such as OT Sports?
No way, I think. ’The game is great. It
has the tie-in with the popular Gifford-
Dierdorf-Michaels prime-time NFL
coverage. And gauging from the Net traf-
fic, sales are wa)' up from the game’s
lukewarm debut in 1996. Besides, we've
been through this before with Usenet
impostors claiming the inside scoop.
THE BLOODY TRUTH
The next day, however, MNF designer
Doug Whatley’s wife posted a follow-up
indicating that OT Sports was indeed
bleeding out, but that tlie game would be
supported tlirough the end of the season.
Say it ain’t so! Appearing on the scene just
as the Legends 98 debacle w'as leaving
sports gamers squealing like Ned Beatty
in Deliverance, MNF 98 filled a major
void in this year’s football lineup. After all,
a good-looking NFL game with realistic
strategy options, a dirt-simple play-calling
interface, and smoolli Internet play is
nothing to sneeze at. So what has Mickey
been smoking lately?
Despite a round of layoffs that left a
skeleton crew in charge at OT Sports,
General Manager Deborah Wahler
remains upbeat.
“This was primarily a decision by
Disney Interactive,” Wahler says. “They
took a look at their business and decided
their core competencies were not neces-
sarily in sports.
“Without critical mass in this business
it’s very hard to compete,” Walrler
laments. “EA ovms tiie sports category.
Strategically we were a very small busi-
ness entity — 30 people — and far
removed from where Disney’s resource
base could help us. A lot of businesses
reevaluate. I think Disney reevaluated.”
Despite the sacking of OT Sports,
Wahler gives assurances that Disney will
continue to support MNF 98 and its col-
lege cousin. Heroes of the Gridiron,
through their natural life cycle. She also
confinned that iNDY RACING would be
released as planned in time for the
Christmas shopping season, where it w'ill
be going wheel-to-wheel with Micro-
soft’s CART Precision Racing.
t t Is this
the end of OT
Sports as we
know it?
Unfortunately,
yes.
BARELY BREATHING
So, is this the end of OT Sports as we
know it? Unfortunately, yes.
“As far as Disney Ls concerned it is the
end of OT as an entity,” Wahler confirms.
“Tliere are some tilings that may happen
for it to survive, but not under Disney
ownership. If Disney decides to sell its
assets then OT Sports may indeed live.”
friie assets Wahler refers to include the
MNF 98 game engine, the iNDY RACING
engine, and related trademarks.)
Meanwhile, at OT Sports’ Hunt
Valley, Maryland offices, a small, hand-
picked team — including MNF designer
Doug Wiatley and producer Russell
SPORTS
DEHNIS MCCAULEY
V
FORGOTTEN HEROES OT Sports’ college football game is a
decent variation on the Monday Night Football engine, but,
due to a lack of support, it has barely registered in the polis.
i-i I'l ■*-| 1 ^— —
Clark — remain behind lo complete
Imoy Racing and [Drovide siip|Dor( for
MNf*' and i llillOKS. A transition team
from Disney is also in [Dlace.
\Vliats next for talented sports game
designer Dong Wliatlcy? Me was respon-
sible for the underrated Ui;i IMATK
FocriBAi.!, series wliile at MicroFrose,
and historically has been the most acces-
sible of sports game personas, readily
available lo gamers’ gripes and questions,
Deborali Wahler predicts a bright future
for MNF 98s creator,
“Doug and Ru,s,scll Clark arc so talent-
ed that they really can determine their
own fate. A lot of pc‘0|5lc sec ownership as
an interesting way lo go. 1 believe Doug’s
probably thinking in those tcniis, Mes got
a great rep, and lies been around football
and had some nice success."
Okay, so O'l' Sports is dead in the
w'atcr. Wliat about MNl’98, a game that
really came of age this season? Is it des-
tined to become computer gaming’s ver-
sion of the albleic dying young?
"1 reall)' don't know'," Walilcr sa)'s.“ln
the interactive business the first year is
really tough. By j'ear two ) ou’vc w orked
out a lot of the kinks. You get a better
product, and it just improves from there.
1 think/\BC and Disney both agree that,
as a franchise, Monday Night Footballis
preeminent, whether it’s on the air or on
)'our sweatshirt or on your com])uter. I
don't think they’ll walk away from it.”
GO IT ALONE?
Other sources close lo the OT
Sports situation speculate that Wliatlcy
might attempt lo
purchase the rights
to the game from
Disney and continue
the franchise inde-
pendently. This
might not be a bad
deal, since the game
is gaining a popular
following. Wahler
points to figures
indicating that MNF
98 sales w'ere up 65
percent over last
year’s s’ersion in the
first two weeks. Sfie also pointed out
that the MNF gaming lobby on
Mplayer has been quite active.
Pat Vance, a vice president at ABC
Interactive, remains supportive of the
OT Sports line of games and, like
VValiler, frames the unfortunate situation
in economic temis.
“Tliere’s consolidation going on here
as there is all across the industry,” Vance
saj's. ha\’e three \’er)' strong sports
games fhi,s fall, which w'ill continue to be
supported. We did do some downsizing.
We’re gauging the market at this point,
and expect that the products are going to
be successful this Christmas. We expect
lo caiT)' at least certain games forwand in
the future.
“MNF is doing very well,” Vance
adds. “Its way outperforming w'hat it had
done last )’ear at this point in time.”
Vance also expects HEROES 01' 7TtE
Cridiron lo be a solid contender
among college fans, and looks for a keen
competition between iNDV Racing and
Microsoft’s racing sim. As for MNF,
Vance expects it to survive tlie financial
mousetrap that snared OT Sports.
“If MNF is successful this year,” Vance
sa)'S,“ 1 don’t think there’s any question
that it will be back. Tiiere’s absolutely no
reason to keep it aw'ay. We hav'e a \’ery
solid engine, and if tlie market rcceis’cs it
well, tiieres no reason to hold it off.”
SCROOGE MCOUCK
As one might imagine, the OT
Sports situation has spaw'ned some hard
feelings. One fonner staffer slams
Disney Interactive for major cost over-
nins on its edutainment products—
overmns that necessitated the very
cost-cutting measures that proved fatal
to OT Sports. A lack of gamers in key
management positions at Disney
Interactive is another criticism leveled
in the wake of OTs demise.
“Disney doesn’t understand the
unique quality of interactive entertain-
ment,” our source remarks pointedly.
“And they don't
want to spend
money in a
market they
don’t under-
stand.”
Perhaps the
most bitter pill
for members of
the ABC
Interactive and
OT Sports
teams to swal-
low was the
timing of Disney’s decision. Tlic ax fell in
late September, shortly after MNF
shipped. W'hile tlie game was gamering
accolades from users and earning posi-
tive critical reviews (4.5 stars in CGH'),
OT Sports was simultaneous!)' lay'ing off
most of its employees.
Since OT Sports seems to have
reached a sudden-death finale worthy
of its name, the only thing left to do is to
join in a little ditty in honor of its flag-
ship product, MNF 98. C’mon, you
know' the words:
M-I-C. . .See wu real soon! (hv hope)
K-E-Y . . . W^]Y? Because we UKEyou!%
ccw
MARCH 199B
JEFF GREEN* GREENSPEAK
Money for
Nothing
green*speak
Tlie rmtiblui!
of a
"lan.
Or, Why the PGL Heralds the End of the World
Blah bian
blah bllh
blah,<biah
F
irst off, I must
admit that I have
watched beacli \'ol-
ieybat! on televi-
sion. The reasons, I
think, are obvious.
I bring this up onl)'
because tlie Los
Angeles Times, a
fine metropolitan
newspaper, saw fit in a recent article to
compare niche sports like beach soliey-
ball with the brand-new Professional
Gamers’ League (PGL), a harebrained
scheme by Total Entertainment Network
(TEN) to turn gaming into some kind of
“professional" sport, complete with prod-
uct endorsements and trading cards. Tlie
PGL alread}’ has its Michael jordan in
Dennis “Tliresh” Fong, a 20-year-o!d who
iias garnered media attention, won a
Ferrari, and now has an agent, all because
he kicks butt in Qu.\KF;.
But 1 don’t know. Sure, it sounds
great, and 1 guess I’d take that Ferrari
o\'er my dented 1990 Nissan \sith the
unidentifiable brown stain on tlie pas-
senger seat. Still, 1 just can’t help feeling
that — with all due respect to the hard-
working people putting it together — the
PGL is one huge case of wishful think-
ing. Sort of like my fantas)' of )ohn Tesh
spontaneously combusting.
■ ■ ■
Now I'm not opposed to gaming
tournaments. Nor am 1 opposed to
making money from gaming. In fact, I
hope that Ziff-Davis someday pays the
CGWeditors enough so that I, too,
can say F'make money" from gaming.
But there’s a huge difference between
watching profe.ssional athletes perform
feats of athletic prowess and watching a
bunch ofzombied-out, bug-eyed gamers
frag each other to death. \Vlio do they
think would actually be interested in
w-atching this stuff, buying PGLT-shirts,
or (and this is truly pathetic) swapping
PGL trading cards?
I know it seems as if people will pa)'
money for anjihing. Lots of people
attend tractor pulls and the Ice Gapadcs
and professional bowling tourna-
ments — and that’s fine. You won't see me
making any snobbish put-dowiis about
tire ha)’seeds and )okels who s]3cnd tlicir
mone)' on that cultural backw-ash. I know
its also true that ^mers tend to be easil)'
suckered into spending lots of cash on
real!)' stupid, money-wasting stuff. But
even those of us who own plastic I'crengi
ears (hi Denny!) will attest to having
some semblance of pride. And paying to
watch otlx;r people play QU/Udv is a line
that we as a species cannot afford to cross.
Finally — and maybe this is just the
dad in me speaking — it seems to me
that even worse than the cultural impli-
cations is the nightmarish idea that some
impressionable young gamer is going to
look at this league and think that gaming
could actually be a wise career choice.
Irook, kids, let me give it to )ou
straight; If you’re even remotely thinking
about quitting school to“be like 'nirc,sh'’
and become a'profcssional gamer,” 1
suggest you shine a flashlight in your ear
and see if any light comes out the other
side. Becau.se, to pul it in terms you
might understand, you’re a fevv' damage
points shy of a frag.
Ycs.'llircsh won a Ferrari. Yes, he did
it by playing QiIAKlv. Yes, he has an agent
now. But that doesn't
mean you’re going to get
tlie same kind of break, no
matter how big a badass you are.
Cliances are you'll just get carpal tunnel
syndrome, a bad back, and a lifelong
addiction to Taco Bell.
And don't kid yourself into thinking
that you're missing out on some sort of
glamorous lifestyle, either. As someone
who’s on the inside, let me tell you, the
gaming life is not all just good times, par-
ties, and multiplayer naked DtABLO with
11a Carrere. Believe me, that gels old
really fast, and Ha is insufferably whiny
when she gets low on mana.
Try this vision on for size instead: You,
alone in your apartment, your hairy gut
flopping out of your macaroni-and-
checse-slained DOOM I! T-shirt, shout-
ing,'?!!! the King of QuvKEl’’ while tlie
repo guy's haul aw'ay yrour furniture. And
your girlfriend? Well, fragmaster, guess
what: She just drove off in a Porsche 911
with her new boydriend — the one with
the education and the job and the
bulging stock portfolio.
Get the picture? Good. Tlie
Professional Gamers’ League is not for
you. Get it out of your head. Wlien you
say PGL to me, let me retraaslate it for
you as follows; Please Get a Life.
Now you kids get oulta here and go do
your homcwoik. I’m busy' playing QUAKiv
II here, ftpa’s got a Ferrari to win. %
Jeff doesn’t rcii!i/.e is ihnl,
beginning next month, CGW will be
switching its focus to cover other fomis
of populor entertninment. You can
cinnil our neiv tractor pull and Ice
Capades editor at ihgrcen@y.dconi.
HH The
gaming tife
is not att
just good
times,
parties, and
muttiptayer
naked Diablo
with Tia
Carrere.
Betieve me,
that gets otd
realty fast. il
DENNY ATKIN • SIMULATIOH/SPACE
Going
for die Gold
Updated Versions Breathe New Life Into Older Sims
possible (0 niainliiin aboul 30 frames per
second in 640x480 mode on a Pentium
166. If you Inive a faster system and a 3D
card with a big enough frame buffer
(such as the IlIVA 128), you can get satis-
factory pcrfomiance even at 800x600
rcsolution.
In addition to lieing fiister, tlx: graphics
look better as well. Flmnc COW’S no\s'
uses 16-bit color, w'hich makes haze and
otlxr effects more impressive, and tlx:
gime sup]5orts bilinear filtering to smooth
out ground textures at low altitude. Note
that j’ou'll need a high-end 3D card to
take ad\'antagc of tlx; 3D mode. It looks
and works great on Rendition V2200-,
3Dfx Voodotr-, and NVIDIA RIVA 128-
based cards, but won’t function on an AI'I
All-in-Wonder or
S3V)rgc-bascd
Diamond Stealth
card.
Also new is a
multiplayer
mode, but the
developers
weren’t as suc-
cessful with this
implementation.
Wliile it works
well on a IAN or
via a direct
modem dialup, 1
was unsuccessful
connecting u.sing the Internet 'I’CP/IP
.support or K\l.l. Apparently, you can
pla)' online using Wircpla)', a non-
Internet multiplayer seiA'ice that is
offered in the UK and is currently being
launched in the U.S. by MCI. Rowan
mContinuEd on pg 247
in both of these cases, the developers
went a step further: Tliey also released
many of the enhaneements of the newer
versions as free patches for purchasers of
the original programs. Tliese are the
kinds of patches gamers like to see.
DIGGING GOLD
Since its release, Flying Cori’S has
seen a number of enhancements,
including Direcl3D graphics and, more
recently, multipla)er support. For some
reason, these patches weren’t a\'ailable at
press time from publisher Empire’s Web
site (www.empire-us.com), but you
can get them from the game’s developer,
Rowan, at www.cix.co.uk/ ~ rowao
or ftp://ftp.u-net.com/com/rawan/.
Of course, the most noticeable
enhancement to Flmng CORPS is its
new support for 3D graphics. Wdien
Flying Corps was released last year,
you had to run the DOS version to get
decent frame-rates at higher graphics
resolutions. With the new 3D support, it’s
D t’s been years since I've
seen a significant flight
simulator that didn’t get
at least one patch after
its release. At times, the
need for [jatches is inex-
cusable. For example,
many developers rush
products out the door—
blowing that the games
contain major problems— in order to
release before the holiday sales season or
the end of a financial quarter. Other
games need patches because the devel-
opers sbmped on the testing budget and
didn’t test the games with common sj’S-
tem configurations or a popular 3D
card. Its a shame how' many programs
arc released in poor
shape because of
shortsighted, bean-
counter decisions.
But sometimes a
company will modi-
fy a program to
extend its life and
add new capabilities
in order to keep the
game interesting for
veteran gamers
w'hile mabng it
attractive for new-
comers. For .some
title.s, .such as U.S.
Navy' 1'4gi rii:RS 97, these updates are
sold as a new version of the program,
w'ith a cost-reduced iqigrade or rebate
available for purchasers of the original
version. ’^Fliis is also the case for major
updates of Fl YINC CoRi'S Goi.li and
jKlflGl ril' R 1 11 Pi AIINUM EDI'HON. Bill
ii Support
for Voodoo
graphics
gives
JetFighter III
a completely
different
feel, pp
MARCH 199S
cew
Your Source for Ruthless Strategies, Tips, Cheats, and Hacks
nmmMxm
Longbow 2
Helicopter Survival Guide, Part 1: Flight Tactics
by Tom "KC" Basham
ou've iindoubtcclK' licarcl the
cliches about liclicopters. Things
like,“tliey don’t fly, they beat the
air into submission,” aren’t far from
truth. ITclicoptcr flight, which
rec[uircs excellent coordination
and immense concentnition, is dif-
ficult enough, let alone when you
try to navigate in the dark with
people shooting at you.
Tortunatcly, there are things you can do to maxi-
mize your combat proficiency.
Unsafe at Any Speed
Wliiie coffee-table boob and eablcT'V programs
may proclaim that the AI l-64 Longbow A))ache can
move well over hSOmph, such high
SEE THE CGW speeds cause problems. Low altitude flight at break-
neck s[)ecci is more dangerous, the enemy can more
easily delect you, and it’s harder to u,se terrain mask-
ing. If you 're running for your life, .speed is good. In
most cases, though, there’s no good rea.snn to ever
take an Apache above 60 knots or so.
The most common way to gain unwanted speed in LONCBOVV 2 is
to let your nose get buried. Pointing the no.se downward tilts the disc of
the rotor blades, which points the thmst back, causing the hcIico|)tcr to
accelerate. If not properly trimmed, the nose of the simulated AlT-64
tends to .slowly sink below' the hoiizon. If I’m not paying close atten-
tion, the no.se can drop several dcgrec.s and the iielico])ter can ])ick u[5
30 or 40 extra knots of speed before I notice. It's also easy for sim jocb
traasitioningfromfixed-wingaircrafl to let the nose dro|) — or some-
times push it down intentionally— w'hcn crossing ridges. If you wxrrk
the collective pro])erlj', you can ascend, crest the lidge, and descend
on the other side with few adjustments to your flight attitude. Once
you've ]3ickcd up unwanted speed, )ou’ve got problems. 1 X)\C^BOU' 2s
aircraft don’t senib off speed as quickly as tk'ir real-world counter-
parts, /Mlhough tk .simulated choppers pick U]) speed quickly with tlie
nose below the horizon, tlfy don't want to slow down after raising tlK.*
nose an equal distance above the horizon.
SPEED RACER Burying the nose results in sudden, unwanted acceleration.
The best way to get rid of unw'anted speed is to pay close atten-
tion to the machine and never let the speed build up in the first
place. If you find yourself zipping along at 9U knots, you’ll have to
do some aggressive maneuvering to scrub off that extra speed.
Pilch the nose up very high, well above the horizon. In some cases,
if I find myself moving unreasonably fast, I’ll pitch the nose up and
ap|)ly collective. Increasing collective increases thmst, which is
diverted forward because the nose is pulled above the horizon. The
extra thrust helps .slow' the helicopter dowTi, but will also cause it to
climb. (And
w'e all know
that altitude is
a bad thing
when flying
gunsiiips.) If
)'ou lower the
collective,
you’ll
de,sccnd, but
)'ou won’t
decelerate as
fast.
' RIDGE RUNNING Flying along the top of the
ridge provides a quick escape route into the
next valley.
A
CGW
MARCH 1998
STRATECV S, T36^S: LOHCBOW 2
GAMER’S EDGE
Three-Ring Circus
H elicopters can execute a variety of maneuvers, including flying
backward and sideways. These aren’t merely stunts designed
to awe airshow crowds. Instead, such antics form a crucial
part of helicopter warfare. If you can't fly sideways, you’ll never be
able to fully employ terrain masking. If you can't use terrain mask-
ing, you won’t last long on the simulated battlefield.
Sideways flight isn’t that difficult. To practice, start any mission,
Gently lift off into a hover. Using the pedals, yaw the aircraft until it
faces a fixed structure (a building, a tent, or the like). Move toward
that structure until you’re only a few hundred feet away, then re-
enter a hover. To slip to the left, gently push the cyclic (that is, the
stick) to the left. You'll probably have to add a little collective to
prevent your helicopter from descending. The building will appear to
slide to the right as you slip left.
If you have some forward motion, side flight becomes a little
more involved. If the helicopter starts turning, you have to compen-
sate with the pedals. Suppose you’re behind a hill. You want to
slide left, unmask, shoot the targets, and then run for home. As you
slide left, you want to keep the nose pointed toward the enemy so
HIT THE BRAKES Since the simulated AH-64 doesn't
bleed speed very welt, be sure to pull the nose well above
the horizon to decelerate.
you can fire your weapons as quickly as possi-
ble. If the nose begins to bank around either
direction, simply apply the opposite pedal. The
nose will swing back to the original bearing.
Over Hill, Over Dale
Wo all know that attack itclicopter.s rely on terrain mask-
ing. tlx; act of [jiacing tcmiin featiire.s l)etwcc‘n )’oii and tlx;
encin)’, A coopcrati\'c hill, mountain, or e\ cn tree can keep
you alive Mm|)lyby biiK'king llic eneiws view. In most
cases, Ibe enem)’ can’t shoot \\’!iat Ik can’t sec. 'niereforc,
wlicn transiting rough terrain, it would seem logical to use
the geography to its fullest potential and fl>' along the bot-
tom of the valleys, 'Ibe cannon w'alls fonn a nearly imijreg-
nable barrier of defense, right? Not e,\acliy.
Suj^posc you’re flying over very rough terrain toward a
particular target. 'Hie numcrou.s bills and ridgc.s provide
several green and inviting valleys to choose from. If you’re
like me, it won't matter how good the initial reports are,
whichever valley you choose w ill be overflowing with
enemy forces. You’ll come around some bend to find
yourself deluged with shoulder-launched SAMs and AAA.
If you’re flying along the floor right down the center of the
canyon and find yourself in this situation, you might as
well be in the middle of a Kairsas wheat field. You’re stuck
in al)solutely the least protected spot w-itbin the s'allcy.
Real-world /'\M-64 pilots arc taught to fly along tlie top of
a ridge, just below tlx; ridge line. A few feet of mountain
blocks sight just as well as scseral hundred, with an extra
benefit: If the current val!e\' becomes too hot, you simply
apply some collectise, kick in some pcrlal, and cnii-se o\'er
tlie ridge into the next valley. Whh a few tons of rock
between )OU and the enem)', you can resume )'Our course.
Next month; Using your Ixjngbow’s muscle. %
Unleashing
Hellfire Upon
Youp Enemies
F ielded as a laser.guided weapon, .the AGM-114 Hellfire actually
accepts several guidance packages, including an Imaging Infrared
(HR) seekec a Radio FrequeneyfiR seekeg and a millimeter-wave
seekec Capable of maneuvering at 13g’s at supersonic speed, the mis-
sile has several launch modes which depend on the seeker type, the
types of obstacles present, and the number of available designators.
When using lock-On Before launch (LOBL) to target weapons In an
environment with multiple designators, the missile can be ripple-fired at
multiple targets (each marked by a different laser designator) at one-
second intervals. In a single-designator environment, the missile may
be rapid-fired at different targets about every eight seconds.
Using Lock-On After Launch (LOAL) mode, the missile will either clear
high (LOAL-H) or low (LOAL-L) obstacles while seeking the ended laser
designation. After locking on, the missile dives and strikes the target
fSAMER’S EDGE
STRATECV & TIPS ^
Jedi Knight
Uncover the Valley’s Secrets in Part II of Our Tip Guide
by Thierry Nguyen
I ast month, \vc took you tliroiigli
ciglil levels on the first disc of Jedi
Knigi ri' and showed you how to
build up your reserve of Force Stars.
'Ihis issue, we take you through all
the secrets of the second disc, so
that by the time )'ou meet Jerec,
you’ll be a jedi Lord with tlie full fury of the
Force on your side.
9: Fuel Station Launch
Secrel One: Near the beginning of this level,
you’ll have to get by a large pipe. Before ton
jnm[> dowii from the pi[)e, walk along the
edge to the right. Tlicre, you'll find the level’s
first secret.
Sneret Two: After getting the yellow ke\',
you’ll start the fuel-tank puzzle. Use tiie ke_v
to o[)en the door, w alk down to the left side,
and Force Jump to the top of the bunker at
the end of the ledge.
Secret Three: In the bunker, there is a
12: Escape with thepap
S ecret One: Take the elevator down to the conveyer belt
area. As you get off the elevator, there should be a couple
of large crates. Behind these crates is a secret room.
Secret llMo: Take ffie conveyer belt to ‘As destination: the room
filled with large boxes. Make your way to the upper level, take
out the sentry gun in the ceiling, and look for an alcove across
the way. Force Jump to it.
Secret Three: Near Secret IWo is a cubbyhole set into a wall. A
rusty grate covers it. Make your way to the grate and slice it
open with your lightsabec
Secret Four: Near the eievatoi; you can see a large crate near a
wall. Squeeze into the area between the crate and the umll and
look for a breakable section of the crate. Cut it open wifii yq^
lightsaber and go in.
ccw
MARCH
STRATEGY & TIPS! JEPI KHICHT
GAMER’S EDGE
tiirboiift that drops dowTi. lake the lift, and when you exit, look up and to the left.
You should sec a small cubb)-holc; junijjing into this hole leads to a secret.
Secret Four; As you solve the fuel-tank puzzle, )ou’ll enter a crawl space (just
before the wrench) filled with ugnaught.s. Mnd the door in the middle level of this
area, liini on your light, and look toward the u])per left for another cubbyhole.
Secret Five: Once you solve the hiel-tank puzzle, you'll take an elevator down.
Stay on it for the return trijj back u]). After it reaches the floor you came from, it
will move uj) another level to a secret area.
Secret Six: Near Secret Five is a room with a few barrels in the comer. Jump on
top of them and make your way to the cubbyhole near the to[> of the u'all.
Secret Seven: After nabbing Secret Six, go back down and destroy those barrels
to uncover another cubb)'hole.
Secret Eight: Destroy all six defense cannons anti then blow up the wall that’s
o[)po.site the door.
Secret Nine; Move to the right fmm Secret Right and jum]3 over the large ])ipc
on your right. After w'alking along the wall, you should find yourself in a little hole.
Secret Ten: When you reach the end of the tunnels, turn on your light. Go under
the overhang. Look up and to the left to find a small alcove tueked aw'ay.
17: The Valley Tower Ascent
Secret One: After entering the main building and
going up the elevator, you’ll be in a room that
has two large fuel tanks in a comer. Destroy the
fuel tanks to uncover the hallway hidden behind
them.
Secret Two: The next secret is in the gravity-lift
area with the green light. If you turn on the lift,
you can ride the crates up to the top ledge,
where the secret lies. If you didn’t turn it on,
you’ll need to hop across some ledges in order to
make your way to the top.
Secret Three: You’ll reach a wind tunnel that nor-
mally pushes you off the catwalk and into a
canyonlike area. With proper timing and use of
Force Speed, you can make your way to the base
of the tunnel and into Secret Threa
Secret Four: After moving from the large wind
tunnel into the canyon, you should enter a room
filled with fuel tanka Destroy these fuel tanks to
uncover the hole hidden in the floor.
Secret Five: There is one last wind tunnel that
shoots you upward to your final objectiva As you
rise Uirough the wind tunnel, try to move forward
so that you stop in the midsection of Die tunnel.
You can then climb up the wall and into a small
cave by the sida
Secret Six: Right across from Secret Five is
another cava Just go around the wind tunnel,
discover the secret, and hop back in to complete
the level.
10: 8t88's Reward
Secret One: Wlien you enter the ship nc;ir
tlie beginning of the level, you’ll ascend
some stairs. Behind these stairs is this levels
first secret area.
Secret Two: You’ll reach a room with a
couple of elevators. Take the one down to
the cargo room full of crates. Jump on top
of the crates. \ou’ll see that one is under a
hole in the ceiling.
Secret Three: After breaking into the fan,
follow the ledge around it before going in.
Tucked away on the other side is a secret
room.
Secret Four; \Mien you’re in tlic fan try-ing
MARCH 1998
c< w
A
STRATEGY & TIPS; JEDI KHIGHT
'IJjij iu^i uj ijjy JyjJj
Secret One: Jump into the river and start swimming
around. Soon you’ii pass under a rock bridge. Just
beyond the bridge is a hole into which you can jump,
inside is a small ledge and the first secret area.
Secret Two: At one point you’ll be crossing a bridge
flanked by two sentry guns. Destroy them both, then
walk up to the spot where the left gun was. Behind the
gun is a secret alcove.
Secret Three: You’ll be going into a bunker to flip the
last switch that shuts off the force field. Before taking
the elevator that leads to the switch,
move into the
small room on the right. Destroy the two fuel containers
to open the grate below them.
Secret Four: Get past the first force field, then take a
dive Into the pool. Take the first tunnel on the right and
follow it to a slanted ramp against the wall. You can
spot the alcove just above the ramp. Use either Force
Speed or Force Jump to make your way to it.
Secret Five: Continue swimming downriver until you’re
taken over a waterfall. Turn yourself against the current
and keep an eye out for the alcove within the wall. It’s
on your right as you face the waterfall.
Secret Six: Make your way to the area with the large
body of water and several sentry guns. Before going up
the ramp to the elevator, look for an alcove. It should be
situated above the water but below the ramp. Use Force
Jump from the water to hop in.
Secret Seven: You'll soon take an elevator down to a
room that opens up to a bridge with an attendant
AT-ST walker. Before you take on the AT-ST and
f , cross the bridge, go back Into the room and
look for two stacked crates. Jump
^ to the top and you should
" T ^ see a small alcove for
. v,«; the final secret.
to get into llie reiittor core, you’ll see a variety of cicacl-cnci ducts. One
duel just beyond the door of the reactor core is the secret.
Secret Five: 'Ilie secret here is another duct off to one side (Secrets Four
and luve arc actually next to each other).
Secret Six; Wlicn you reach the bottom of the reactor core, open the
grate with your lightsaber. As you make your u'ay dow'ti the tunnel, turn
the light on and move to the left. Ilie path leads to an offshoot tunnel
and the last secret in this level.
18: Descent Into the Valley
Secret One: Co down the first elcrator and drop onto the floor with the
cargo box. 'I here is a small lurbolift in that arca.’liikc it up and you
sboiitd sec a small hole acro.ss the way.
Secret Two: brom Secret One, yon can go into a Iniincl leading to a
GAMER’S EDGE
MARCH 1998
STS^ATECT a T3PS. JEDI KNIGHT
GAMER’S EDGE
BRING DOWN THE WALLS After the three green switches, destroy this wall
in the rocky hallway of Level 18.
LEAP OF FAITH Make your way up to this area in Level 19, and you’re near
three secrets already.
room with a door on one .side and a rainp on the other, i/rok
up to the ledge above yon and use Force jump to get there.
Secret Three: You’ll soon come across a room with a rani])
and a large hole decorated with a hlack-and-yellow' hazard
border. Go (o the base of the ramp, Uirn .so that yon face the
entrance yon came in, and look up. Use I'brcc )nmp to reach
that secret alcove.
Secret Four: After discovering Secret 'Ihrec, return to the first
ramp. Before going up, go around and under the ramp to find
a broken panel. Destroy the panel, hut keep a .safe distance; it
will explode.
Secret Five: At one point in the level, you’ll walk past three
green .sisitches. After going clown the nearby elcwator, s ou'll
end up in a rocky area. As jon mo\’c down this rock)’ area,
keep an eye on the left side. Some cracks on the wall should
gi\'e away \et another secret.
Secret Six: Walk down (he halKvavaiul make )(>ur way ton
room filled with crates. Ixiok around and you’ll .see another
cracked w'all. Blow it u[) to get at the secret area.
Secret Seven: 1 .^iler on, you'll reach a very narrow' ledge
marked with hazard colors. Follow this ledge alt the way to the
end for the final secret.
19: The Valley of the Jedi
Secret One: Take the first elevator to the floor with the two
Stonntroopers. Hop behind the crates in the back to discover
the first secret.
Secret Two: Wdien ion reach the hotlom floor, walk outside
and circle around until you reach the lower of the two jutting
ledges. Jump from the lower ledge to the higher ledge for the
second secret.
Secret Three: From that .same ledge, look up and you .should
sec a small alcove tucked aw'a)’ in the rocks.
Secret Four: In this same area, there’s a w'indow' with a shield
pow'cr-np on it. Get off the ledge, stand outside the window',
and h’orcejump to it.
Secret Five: 'take the large turholift down, get off, and send it
back up. Gollecl the goodies underneath.
Secret Six: After pa.ssing by the drill, son’ll go dow-n a circular
hallwa)- leading to the right. At the point w'hcre S’ou must go
left, turn riglit to see the cracked dead-end w all. Dcstro\' it.
Secret Seven: wiicn )0U get to the room with the gray ramjD,
look for the cracked wall near!))' and destro)' it.
Secret Eight: Wdien you enter the area with tlie ropes and
iv’cighLs, don’t cut the first ro[)e. Make \'our wa\’ to the second
counlenvcighl and look along the wall. 1 lore is another break-
able section. 'Ihen solve the puzzle at )our leisure.
With all tlicsc secrets rc\'calcd to you, you should ha\'e the
necessary comjjlemcnt of l^’orcc Stars to realize the full pow-
ers of the Force. Defeat jcrcc for l.ight or Dark, and keep your
lightsaher skills sharp until I .ucasArts upcoming expansion
disc, MYsnaiiKS Of'ii IK Sni i. S
GAMER’S EDGE
imHBino
Age of Empires
The Power of Religion
P riests are wiidcard units that can turn the tide of battia The first
rule in using priests is to use them en massa Build multiple temples
and crank out several priests. Create groups of three so that they
can concentrate their conversion efforts to increase tiieir success rata
Don’t create huge groups, though, because all the priests will waste their
faith levels.
► HOLY CONVERSIONS, BATMAN! Research all the priest upgrades;
They can become your most powerfci units.
This Means War!
by Elliott Chin
I iist iiionth, I walked )Ou thn)iigli
the most efficient manner of build-
ing a robust empire and sound
in(r.i.slructiirc. Unfortunately, con-
quest of the world isn’t often
acliicv'cd without military confliel,
'Iliis month’s strategies focus on
the nitty-gritty of combat — preparation
and engagement — becausewe all know
that it’s al\s'a)5 more satisfying to uttedy
destroy a foe than to beat him w ith a
peaceful Wonder.
The Basics
Before engaging in combat, it’s a good
idea to mo\'e your troops to one central
location and then dhidc tlx:m bj' type,
such as cavalry, infantry-, archers, and catapults. 'Flren, using the Ctrl
and number keys, a.s,sign a number to each group. Wlien you need to
issue commands to a group of imil.s, you simply hit tlie appropriate
number key, u'hicli automatically selects that group’s units, ’^Ihis laclic is
especially' useful if enemy units .swann your attack force. If you band
box your whole force and try- to issue commands that way, you might
select and send both ardors and infantry to attack, say; the enemy's ele-
phants. You should send the infantry to lake on tire pachydemis and
draw' tire arelrcrs back to delir er ranged fire, '16 do that, all you need to
do is hit the number key for the infantry, target the elephants, and then
cjuickly iiil the number key corresponding to the archers. You could
then )rull ihem a safe distance away aird attack the elephants.
Grou]ring units prior to an offensive also allow's you to belter coor-
dinate a combined-arms attack. You can group a small diversionary'
force to assail an enemys walls, and then hit the number key to bring
in tire arcliers and, later, the catapults, all w-ithout having to move the
screen from the targeted wall. Combined w-ith the use of waypoints,
groupings can make your military' campaigns much more efficient.
Remember to scout the map early. Its imperative that you find out
w'hcrc your eiremics’ empires are and where excess resources are
located. It’s also important to find potential bottlenecks w'here you can
erect defenses as w'cll as vulnerable points that you can use for
ambushes. Its a good idea to create and send out tw-o clubmen early in
the game. Tliey ’ll derive the ordinary benefits of early scouting, but if
they find an enemy' camp, they can also do some cmcial damage to
the other player at this early juncture of the game.
STRATEOV & TIPS; AGE OF EMPIRES
GAMER’S EDGE
Skirmishers and Upgrading
Oiice )Ou’ve foimcl the other players, start
harassing them with skinnishers. In the Stone
Age. j'our clubmen scouts can pick off a few
enemy villagers. Once you mo\'c to the Tool
Age, send two or tiiree scouts to liarass the
enemy camps. Scouts will reach the enemy
faster than axemen, and speed is of the
essence, since \oii don’t want to give the
enemj' time to u])grdde his defenses before
you attack him again. In the Bronze Age, you
can send a small grouj) of cavalr)' to harass
the enemy.
If you stick to small parties of three to
four, these efforts shouldn't impact your
own growth too negatively. Mowever, by tar-
geting villagers, houses, and farms, your skir-
mishers can stunt your enemy’s growlh quite
significantly At the \ ery least, you’ll force
him to divert serious resources to both
rebuilding what you destroy and to building
adequate defenses.
/Wthcr aspect of the game is just as
important as scouting and early engagement:
upgrading your units. 'Ihis is especially
important if you are going to harass the
enemy early on. Decide on which unit t)'pes
you want to use as skinnishers, and then
research weapon- and armor-upgrades for
each of those unit types.
For example, when using archers, it is vital
to research ballistics once you have access to
it. Woodworking also helps by gi\ ing )ou
increased bow-rangc.
THIS IS HOW ITS DONE You can storm enemy fortifications by using
a combined force of catapults and horse archers to wipe out the
enemy's catapults and units.
The Wonder of It All
If You Build It, You Will Win
On larger maps, especially with multiple players, it’s hard to achieve a military
victory. In these cases, a Wonder victory is your best bet for winning. Here are
some tips for Wonder construction.
First, don’t build a Wonder unless you can defend it. Make sure you have enough
stone to support several towers and walls for guarding your Wonder once you finish
building it.
Once you start the task, don’t just leave the construction to one lone villager.
Concentrate all of your villagers on the construction, because each one will quicken
the Wonder’s completion. This tactic Is especially Important if you are racing with
another player to finish a Wonder. If you have enough workers on the project, you
could beat your opponent even if he starts building first.
Once you’ve built the Wonder, close it off with a ring of walls and towers. Keep
some villagers within the walls to repair the Wonder in the event that it comes
under attack. Keep a few cavalry units handy on the outside of this wall to destroy
any incoming catapults that might come to teke out your Wonder. Also keep some
catapults inside the wall as added muscle. Catapults will spot and attack units that
are out of the towers’ range. Keep archers around to shore up your defenses.
Sunder the Wonder
if you need to destroy your opponent’s Wonder, then you need to proceed quickly,
but cautiously. Once you get the message that someone has started constructing a
Wonder, it’s time to call a conference with the other players and cease hostilities.
Nothing benefits the Wonder-holding player more than having his enemies divided
against him.
Once you get the first message, start building a large force. Don’t panic, because
you have at least 15 minutes to prep your attack force and move in.
Assuming you are relatively free to build an invasion force, start concentrating on
horse archers and catapults. It’s not so essential that you have cavalry and infantry
in your Wonder-smashing force. Make sure you group your units by type, and then
move to the walls and towers guarding the enemy Wonder. Although catapults will
be Important, the horse archers are key to taking down whatever troops are waiting
inside or outside the Wonder’s protective wall.
Let’s assume that the other player is smart enough to have a mix of catapults,
archers, and cavalry— backed up by towers— guarding his
Wonder. Your catapults and horse archers should target the
enemy catapults first. Once they are destroyed, Immediately
target the enemy towers with your catapults. The archers
should attack enemy archers and then cavalry or infantry.
Only after you’ve cleared the area of enemy troops and towers
should you destroy the enemy walls. Finally, move in with your
entire invasion force and take out the Wonder. The key is to
use the enemy’s wall to your advantage. Don’t break it down
early because then you’ll let loose his cavalry to pick apart
your band of catapults and horse archers. Simply proceed
methodically and ignore the compulsion to race through the
enemy’s defenses.
On the opposite end of this, the player protecting the
, . Wonder might be better off deleting his own walls and mass-
0 ca ions y using troops to destroy the enemy’s relatively fragile cata-
UowIpBOulthe p„|b and horse archers.
SYRATEiSV & TIPS; AGE OF EMPIRES
GAMER’S EDGE
How or What
Do You Fight?
Once )'<)u’vt; decided lo bring
your full military might to bear on
yoiiroppoiicnt, it’s time to start
lliinking about your supply lines.
It takes too mucb time to build an
anny in your towTi and then move
it to your foes town. Once you've
committed to an assault, send a
few' villagers to your enemys town
pcri])liery and build some military
buildings. Co for two or tiirec sta-
bles and archery ranges, as well as
a few siege workshops and tem-
ples. 'ibu can then crank out
tmops and have them ready at the
front lines immediately. You
.should also have the villagers
build a few towers to guard this military camp.
Once you start attacking or harassing the
enemy, there are certain targets that ahvays
take precedence. After clearing awa)’ the
enemy’s immediate defenders and towers, go
for his villagers and houses. It’s really not
worth it to attack military buildings at this
point, liy destroying villagers and houses, you
prevent your foe from gathering resources
that he needs lo rebuild his army, and you
lower his unit limit, forcing him to build
houses rather than new troops. You should
also attack the low-hit-point farms, which
makes your foe’s rate of food product ion
decline. Plus, he will need to devote 75 wood
to rebuilding each faiTu.
WAR MACHINE When you decide that it’s time for war start building multiple military buildings near enemy
borders.
After you’ve cleared away Ibcsc taigcls,
you can move on lo military buildings. 'I be
military building that lakes precedence over
all others is the temple. Hiis vile building
spawns the annoying priest unit, which can
turn your own troo[)s against you. Destroy it
before all other buildings. After you’ve
destroyed the temple, move on to the siege
work.sh()|).s, academics, stables, barracks, and
archery ranges.
On Offense and Defense
'nierc are many adsantages to going on
tlie offensive. You can locale your opponcnls
early on, stunt their growth, and alter their
playing strategy. You can also stamp them
Elephants; The Great Dehate
Y ou might have noticed that I don't mention using elephants in this article. That’s because I never
use them. It’s been written elsewhere that elephants and elephant archers are the ultimate units.
They do have tremendous hit points and do a good
deal of damage. Howeven on the flip side, they
are incredibly expensive, they can't upgrade
their attack strengths, and they’re very
slow. If I have to face elephants,
I usually counter them with upgraded
academy units. I’m not saying that
elephants shouldn’t be used; I just
find horse-based units more eco-
nomical and efficient.
out of the game early if you arc really aggres-
sive. If you embark on this strategy, the bcsl
units to use in your sweep are upgraded
cavalry units and hor.se archers. Both arc
quick, and horse archers provide devastating
fire support for the powerful cavalr)' units,
{['or dismantling enemy w'alls and protective
(ow'crs, follow' the guidelines for razing
enemy Wonder defenses in the“Woiider of ll
yXll” sidebar.)
A defensive stance, though, isn’t a bad
.strategy, particularly if you play civilizations
w'ith production bonuses, such as the Shang,
A,ssyrian, and Ymiato. In thc.se cases,
research walls and lowers quickly, and build
an archery range and a siege workshop lo
supplement your stationary defenses w'itii
mobile, ranged units. Academy units arc also
excellent for defense, due lo their powerful
attack and high hit-points.
Do not erect protective w'alLs right next lo
towers. Leave about five tiles of space
between the lowers and walls, and place
archers immediately behind the wall lo fire
at incoming catapults and troops. Multiple
levels of W'alls (stacking them two tiles
thick), is also great for defense because it
buys you more lime lo w'hiltle aw'ay at the
enemy with your archers and lowers while
he’s trying lo hack ihrough yourbarracades.
If you follow' the, sc guidelines on the art
of war in Agk OI' Lmi’IRKS, you should have
no problem desfro)’ing any foe ! ‘t
MARCH 1998
DENNY ATKIN
»>Conlinuecl from pg 237
was still working on the program as this
article went to press, so perhaps they’ll
get theTCP/lPsiipport worked out. But
for the lime being, lion 'I buy Ft YINC
Gotti’S G()I.O just for Internet play.
Bnlh of these features, as well an
improved viewsy'stem, smarter AI, and
support for the GH Force ¥X joystick,
are available in the patch. Along with
two new planes (a I'reneh Spad and the
I'okkcr DVll), the biggest improvement
in the Cot,n version is a full-featured,
easy-to-use editor that allows you to
create not only new single missions, but
also entire campaigns. You'll find nine
new niLssions and a 12-mission cam-
paign included as examples, and the
editor will allow you to fly the user-cre-
ated missions that are sure to pop up on
the Inteniel soon.
I'lYtNG Gotti’S Gol.n retails for
$44.95, but current I'YviNC. GoitPS
owners can upgrade to ['’I.YING GORPS
Coi.l') by sending $15 to F.inpire
Interactive, 5S0 California Street,
San Francisco, GA 94104; by calling
(415) 439-4854; or by emailing
support (l'>cinpire-us,com.
RAPTOR REBORN
Mission Studios has followed a simitar
model with its JkiFic.i rU'R 111 F-22
Riiptor simulation — a free patch that
adds 319 support and other features,
along with a commercial add-on with
new missions and a mission editor,
Jl':i'l''ltai'ir;it 111 is an MS-DOS pro-
gram, so Direet3D support isn’t an
option. Instead, the patch adds support
for 301$: Voodoo-based
(but not )’ct Voodoo Bush)
gra|)hics cards. A while
back, Mission also
announced that support
was planned for Rendition
Vcritc-bascd cards. Ibal
hasn’t happened yet,
though Mission says its still
in the works.
As you’d expect, 3Dfx
card users are treated to
much more attractive
graphics. Cloud and ha/c
effects are nothing short of s|)eetacular,
and aircraft and terrain look much bet-
ter, The bluest improvement, though, is
in the sense of speed. Wth the original
s'crsion of the siin, }'ou had to am the
game at a fairl}' low resolution to get a
smooth frame rate. Now; gra[Dhics
smoothly flow b}' on 3Dfx-equipped sy's-
tems — flying low near mountains is
brcatlilakingly real. 'Ihcre’s also a frame-
rate boost on MMX sj'stcms, but its not
as dramatic.
'Tile flight models, while still simpler
than those in l’-22 llM’I'GR and l'’-22 AlR
DomiN/XiN'CK Fici \m\, are somewhat
improved. High-altitude perfonnanee is
more authentic, and rudders are now
realistically ineffective at high speeds,
’^largeting has been improved with the
ability to designate ground targets and a
wamingX that lets you know when a
missile is out of its firing envelope.
'lire most noticeable change to the
sim engine is
the addition of
the F-i4
Tomcat to the
stable of aircraft
you can fl)’.
Equipped with
the long-range
Phoenix mis-
sile. Tomcats
are great for
knocking out
bombers before
they can
become a
threat to your
carrier group.
All of these features are available in
the free patch. Ifyou purchase the
Pi.tiiN'UM FnrnoN, you also get new'
campaigns (over 200 missions) and
secner)' areas (20 million square miles,
including Alaska, China, Korea, Japan,
and'liukcy).’nic PiAiiNiiM F,DrnON
includes every mission from the jl'l-
liKIt III campaign disc, as well.
'Ihcrc’s also an in-depth, fairly easy-to-
use editor that lets you create very elabo-
rate missinn,s. With all of the mission
conditions (which you can set u|d) and
the wide range of scenery areas available,
1 expect to see some very interesting
missions popping up on the Net soon.
Thercs still room for improvement,
though, ’ 1 he action-oriented iKl'Fict-riER
scries cries out for mu]li[)layer supjxrrt;
and, of course, a Whidows 95-nati\'e exe-
cutable would be welcome as w ell.
’ I here’s still no w<i)' to get an external s'iew'
of otlwr planes in tire sim. And tlx; sim
still pauses wlien it loads scenciy unless
)ou manually cop)' CD files to tlie hard
disk— MNsion Studios needs to include
an option to automatically preload tlic
a[r|m)priale scenery area before a mission
ifyou have the hard-drive space, a la
I/)NGIK)\v2,
]i‘:i'l''iGii'ii’;Rlli PiAiiNUM EnrnoN
sells for $35, Various ipgradcs for owners
ofJi-rFlGiril'Rllland the)FIll
Fni iangkI) Gamraign CD are available
and range hum $l() to $20. 1'br upgrade
details, check out Missions Web site at
www.missionstudios.com
TOP GUN The free JetFighter III patch adds the F-14 Tomcat to the stable of planes
available for you to fly.
SiMULATION/SPACE
GAMER’S EDGE ^
STRATEGY & TIPS
Myth
How to Win at the Most Difficult Strut Game of the Year
by Greg Fortune
"The skillful commander takes up a position in which he cannot be defeated and misses no opportunity to overcome his
enemy. Thus, a victorious army always seeks battle after his plans indicate that victory is possible under them, whereas an
army destined to defeat fights in the hope of winning but without any planning. " -Sun Tzu, The Art of War
Eye in the Sky
You nuisl niiisIcT view coutrol. Since j'oiir
point of view is not directly overhead and the
environment usually prevents you from having
an uninhibited, sialic view of your troops, you
will need to master perspcclive-rotalion. If you
arc just panning left and righi, forward and
backward, you are missing the boat, 'llicse
methods will gel you lo where the battle is, but
they won't aulomalically give you llie best
I f you want lo be successful while
playing Mvn I, inemori/e this quote.
Simply to survive in Mvn I re(|uires a
level of strategy unprecedented in
real-time games. We'll u.sc these
pages to help beginning Mvil I play-
ers who are having trouble making it
through the levels and keeping more than
one or two nnils alive. We’ll cover controls,
tactics, and fomialions, and we’ll walk you
through the Crouds' Hriclgc mis,sion in order
to demoiistrale the.se princijdes in action,
niiis guide will not give you the solutions lo
all the scenarios in Mvi'l I, but it will provide
you with the foundation to win them on
your OW 11 .
In Control
If you have to look away from the screen
to find the button ) ou need, you need to adjust your control setup.
Some commands, like assigning and recalling custom groupings, can-
not be reconfigured, so you’ll need to get luscd lo the defaults. For the
most part, however, )ou can customize the controls. In particular, paj'
attention to how your view adjirstmcnts are set, as they arc the most
critical controls to master.
Gesture clicking is also an important skill to learn if you want lo be
successful at Mvn I. Its eompo.sed of three steps: (1) clicking where
d CATCH ME IF YOU CAN You will lose a lot fewsr men if you master
. the tactic of luring the enemy into your traps with decoys.
)Ou want the selected units to mo\'c, (2) holding the mouse button
down while mos’ing the mouse in the direction you want the units to
face, and (3) moving the mouse and letting go of the butlon.Tlie
selected units will move to the spot that you’ve indicated, arrange
theinseh’es in tlie recjuested fomiation (if any), and face in Ihe prede-
termined direction.
M yth handles terrain better than any other game I’ve seen. Not only
does the type and elevation of ground you’re on affect movement
rates, hut it also modifies your “to-hit” chances, range (for pro-
jectile and throvirn weapons), and defense values. Almost without excep-
tion, you should seek out the high ground. In particular, look for areas
where the enemy’s movement toward you Is hampered or obstructed and
you have a clear line of fire at them. These are great places for ambushes
and traps, and they are key to keeping veterans in your army.
perepective on the action. If you find
these view controls awkward, try renia]5-
ping them to different key's. Whatever
you do, make sure you can move and
twist the \'iew at will.
Birds of a Feather
Ditf Together
Tlieres one last thing I want to cover
l)efore we look at our Crow's Bridge
example: grouping units, llie best thing
you can do with any of your units is to
group it with another unit that comple-
ments its strengths and weaknesses.
Arciiers should never be left alone with-
out some sort of eseort, preferaldy war-
riors or berserks. Melee units benefit
greatly by having archers around to
weaken the enemy before they can
close to fighting range.
Tlfere is one unit that gets the ugly
stepchild award, and lhats the dwarf.
Dwarves are surly, loudmouthed, and
very careless about where they throw
their bombs. If you are going to group
dwarv'es with other unit types, particu-
larly those that like to suddenly nin out
into battle, you’d better keep the little
buyers on a short leash.
I low do you keep all ofthe.se units
under control in the middle of a battle?
Tlie answer lies in custom fomialions.
'File name is misleading, because these
formations have nothing to do w'ith how
units are arranged on the battlefield.
Custom formations, which 1 call group-
ings, have to do with assigning hotkeys
to a group of units. Lets say that I want
to divide my units into two groups, each
composed of warriors, archers, and
dwarves. I’ll assign one hotkey to each
tactical group and another to each type
of unit in that group. Now I can select
an entire group, tell it to move to a spot
on the map, and quickly organize the
units in that group by using the hotkeys
and custom formations. If the enemy is
clo.sing in and I don’t want the dwarves
to bomb my own units, I can hit the
hotkey for the dwarves and then hit the
sjracebar to tell them to stop. Tiiis is a lot
more efficient than trying to click on the
dwarves in the middle of a figlit.
Look, We Found
the Bodies!
Let’s use the first mission, Crow’s
Bridge, as an example of how' to put all
Command C Conquer’”
Dark Reign’"
Uprising’"
Total Annihilation’"
UJhdt Do
These Games
The #1 Computer Game Maga;
pfffRiviiimj
1 ■
e w J
jWJTn
MYTH
fSAMER’SQBGE
standing Around the Campfire
I f you don’t use the forma-
tions in Myth, I’ve got two
words for you: You’re deail!
Formations that work are per-
haps the greatest innovation in
Myth. Some people will tell you
that the line formations are the
only ones you need. Don’t listen
to these people. Each formation
has a use, and the better you
get, the more uses you’ll find
for them. For example, assume
these control ti]3s to use. You start tiie
level with hvo warriors ainniiig aw'ay
from the bridge; four warriors guarding
the road; and four warriors, four archers,
and a dwarf w'aiting in the town square.
Wliy are the two soldiers at the bridge
ninning away? Ten thrall just w'alked out
of the river and have taken up po.sitioiis
by the bridge-
first, lets look at the nuip. 'Hie area is
mostly flat, with some rolling hills to
cither side of the road. 'Hie hills to the
left of the road are spotted with trees,
you have a long line ol warriors
anti are about to engage a mass
of thrall. Just before the thrall
reach your line, change the war-
riors’ formation to a deep encir-
clement. The Hanks ol your line
will wrap around the thrall,
bringing every wattier to bear
on the enemy. Try It a couple of
times and you’ll get an idea of
just how powerful formations
can be.
which {)bstnicl archers, so take up a
po.sition on the big hill to the right of the
road. 1 hwc the two w'arriors from the
bridge join up \\ith the four guarding
the road, and make a long line at the
bottom of the hill facing the thrall. Put
these units in guard mode with the G
key. Now' tell all the units fn>m town to
head for the hill. Assign a group hotkey
for the archers and give the dw'arf his
own hotkey.
Once the reinforcements from town
arrive at the hill, have the archers fonn a
They're
Hissing
Something.
X X X X-'
""Wp'® V. .V V.
tirioc ^ ^ ^
Welcome to the Other Side
IHaflnife
@EEEQj0lj!IM!iIj7
Over 100 issues strong, EGM has
proven time and time again that it’s the
leader in providing the console gaming
market with the most accurate and
respected news, reviews and previews
around. That, along with a recent
redesign featuring a cleaner, more
refined look, makes E 6 M one of the
few gaming magazines that not only
presents information with an edge, but
also maintains a kick-ass design. Look
for the current issue of EGM on news-
stands now with the
latest info on Nintendo's upcoming title
Yoshi's Story, along with the coveted
1997 Readers' Choice Awards.
Want to take your console gaming to
the next level? Then rely on EGM' to
get you there with ease. EGM' is your
source for the most in-depth strate-
gies and coolest tips and tricks for all
of the latest titles. Hardcore gamers
will enjoy the Gamers' Forum, in addi-
tion to the variety of genres covered in
the magazine. Look for the most
recent issue of EGM', featuring a walk-
through for Capcom's newest
PlayStation gem, Resident Evil 2,
along with strategy for a slew of
games for the PlayStation, Nintendo
64 and Saturn. EGM' brings you the
games by any means necessary.
CTThfMltnPf,
Do you consider yourself a die-hard fan
of the PlayStation? Then why not read
the sole U.S. magazine that brandishes
the Sony PlayStation license? The
Official U.S. PlayStation Magazine
(. 0 PM for short) not only gives you a
demo disc with playable previews of
upcoming PlayStation titles, it also tells
you everything you need to know about
what's going on in the world of
PlayStation. Check out the latest issue
for a look at Tecmo's eye-popping new
fighter. Dead or Alive, and to find out
what game is OPM's choice for the Best
PlayStation Game of 1997. OPM is all a
PlayStation gamer needs.
[uititnateteuideTtol
■ffinibliSflaaTin
Can't get enough of the hottest polygo-
nal babe to ever grace us with her pres-
ence? Then The Ultimate Guide to Tomb
Raider II is the book for you. This one is
far from being your run-of-the-mill strate-
gy guide, in fact it covers the entire Tomb
Raider universe. It has everything from
interviews with the development team to
a look at what upcoming technology will
do for games like Tomb Raider. This is in
addition to the easy-to-use and in-depth
Tomb Raider and Tomb Raider II strategy
guides. Of course, this guide wouldn't he
complete without an in-depth look at
Lara Croft herself. Come take a look at
the future of strategy guides.
Console gaming is where it’s at. Since this is the case, why not keep up to speed
by reading the most reliable information in the galaxy? With the plethora of different
magazines we have to offer, let us guide you to the other side.
KsKrss'isncs
VIDEO GAME
GROUP
MYTH
GAMER’S EDGE
short line at the top, facing tlie bridge. By this time, four ghols should have come over
the bridge to take up positions behind )Ou. 'Ib defend against a flanking attack, ha\ c
the four warriors from town fonn a long line behind the archers, protecting the
archers’ rear flank.
Now comes the fun part. 'Ihe thrall are .slower than any other unit in the game, so
send your dwarf down to the bridge and use him to attack the thrall standing there.
Wlien lies almost finished with them, evil reinforcements should arrive from the
oilier side of the bridge. Draw the dwarf back to the main group, just in front and at
one end of the main line of warriors. As the new enemies arrive, ha\e )our archers
concentrate on the soulless, and let ) Our dwarf eat into the thrall as they advance.
Any thrall that docs manage to make it to tire warriors will be wounded and defense-
less against your fresh tmops. Before you know it, you’ll be chasing after the tattered
remains of your attackers.
'Fliat’s all we have room for this month. If you’re wondering where the niulti[)laycr
lips are, We left them out for one reason: Tlicrc’s a lot of infomiation online. Jast go
to WWW.bungie.com, and look for the links to related Web sites. You’ll find a lot of
great information there. Mapjiy hunting, and may all your dw'arves be veterans! %
^ 1. ARCHER SANDVWCH With the atcheiB
I protected from both sides. I can concen-- .
j tratenn adittie'pyrotechnlcs at the. bridge; •.
! 2. LOOK! TM FLYING! Thrall are no match
i for even a single dwarf.
I 3. OH, HAD ENOUGH, EH? All that's left
: Is chasing down the few survivDia
MARCH 1998
INTUITIVE INTERFACE Select, navigate
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FULL 3D Fully rendered 3D terrain and vehicles.
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TV
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$39
Ship Fignier
NOW
$4
Busty Babes 4
NOW
$39
Duke Sciewem
NOW
$49
Outpost 69
NOW
$40
Ship Poker Pro 2
nni</
S3
Cabin Fever
NOW
$34
Elite Models 4
NOW
$19
Romsotl Six Pk 2
NOW
$36
Tabloid Beauhes
NOW
$2
Cclebnty Nudes
NOW
$19
Erotic Playground
NOW
$9
Ropes & Chains
NOW
$19
Tokyo Nightlife
NOW
$4
Crystal Fantasy
HOW
$39
FanlascenesS
HOW
$39
Sex Castle
NOW
$29
llll.nula TftlryA
NOW
52
CyberXperrence
NOW
$39
Giilliiend Donna
NOW
$44
Sex With Asia
NOW
$39
lllt'nlri.cn
DeepThti Grt4Pk
NOW
$49
Jade Palace
NOW
$29
Sex with Rocky
NOW
$42
Village Coltection
NOW
$2
DivaXNJ
NOW
$39
Japan Interactive
NOW
$49
Seymore Six Pack
NOW
$39
Virgins 3
NOW
S3
Diva X: Kaoru
NOW
$39
La Glue Girl 4
NOW
$19
Shock:The Game
NOW
$49
Virtual Veronica
NOW
S4
ciMrcHiPsi
Hew
"Bleases
Open 24 j
COMPUTER GAMES: STRATEGY
tru
RtifWi
Pvvv
Tine
RtllXIE
Pnici
Tmt
Fin rxw
Peicc
Tmi
RtLEXSC
Pflicr
to Six
01/98
$35
Cersairs
01/98
$43
KKND Extreme
NOW
$38
SImSalail
03/90
$35
1830 RR/Rbbr Baron
1 NDW
$34
Creature
NOW
$34
LEDWars
02/98
$42
Soldiers at War
02/98
$43
7lh Legion
NOW
$35
Dark Cblony
NOW
$43
Liberation Day
02/90
$36
Spaceward Hoi 4
NOW
$24
AD$P Birthright
NOW
527
Daik Omen
03/98
$39
Lords Realm 2
NOW
$29
Speed Tribes
04/98
$48
Adhata 3
NOW
$45
Dark Reign Futre War NOW
$43
Lords Realm 2 Ex Pk
; NOW
$25
Slai Command Oluxe NOW
$44
Admtal Ancient Ships 02/98
$46
Dark Reign MP 1
02/98
$29
Lords ol Magic
NOW
$39
Slat Nations
06/98
$46
Advaned Civiluatlon
NOW
$39
Deadlock 2
02/98
$46
M Gaihrng Balltemge NOW
$36
Starcialt Expansion
03^8
$30
Allerlile
NOW
$29
Doininion Sloim
03/98
$44
MAX
NOW
$19
Sta retail
01/98
$48
Age ol Empires
NOW
$46
Dune 2
NOW
$13
MAX 2
03/98
$48
S1.irs
NOW
$36
Army Men
03/98
$46
Dungeon Keeper
NOW
$39
Magic Snells ol Anct
NOW
$28
Sl,irship Troopers
05/98
$46
Blood & Magic
NOW
$19
Oungn Kpr Opr DngnsNOW
$19
Mass Destruction
NOW
$38
Sleel Legions
05/98
$42
C&C
NOW
$29
Earth 2140
NOW
$32
Master o( Onon 2
NOW
$25
Sleliar Frontier
06/98
$44
C $ C2: Tberium Sn 06/96
$48
Emperor Fadng Sum
; NOW
$29
Mechcommander
06/96
$48
Slratdspheie
02/98
$46
C $ C Court Optlioh!
; NOW
$22
Enemy Nalions
NOW
$29
Mission Nexus Prime 01/98
$48
Submarine Titans
05/98
$44
C&CGold W95
NOW
$39
Entrepeneur
NOW
$38
Missh FtciCybrslrm 204/98
$42
Syndicate Wars
NOW
$45
C&CRAAlIermath
NOW
$22
Evolution
01/98
$34
Navy Strike
NOW
$34
Theme Hospital
NOW
$42
C&CRAChterSlrke NOW
$21
Extreme Tactics
02/98
$49
Netstorm
NOW
$34
Tclal Annlhllellon
NOW
$39
C & C Red Alert
NOW
$48
Fantasy General
NOW
$34
New Order
04/98
$48
Tycho Rising
03/98
$44
C & C Sole Survivor
NOW
$29
Fragile Allegiance
NOW
$46
Outpost 2
NOW
$34
Ultimate Civ 2
03/98
$48
Caesar 2
NOW
$28
Freedom In Galaxy
09/98
$42
Pax Imperia 2
NOW
$32
Uprising
NOW
$40
Capitalism Plus
NOW
$43
Frenry
02/98
$44
Plague
04/98
$42
WaiBreeds
Ot/98
$48
Captives
02/98
$40
Heist
02/98
$44
Politika
NOW
$43
WarGames
02/98
$46
Cave Wars
NOW
$19
Heroes MSU 2
NOW
$26
Ragged Ealh
01/98
$34
WarSpotl
02/98
$44
Chaos Island
01/98
$46
Heroes MSM 2 Ex Pk NOW
$19
Reach far Stars 2
02/98
$48
Waicratt 2
NOW
$25
Civ 2 Fantasy Worlds NOW
$27
Heroes MSM W9S
NOW
$19
Return Fire
NOW
$37
Warciaft2AddQn
HOW
$19
Cwliulion
NOW
$19
Hidden Wats
01/93
$48
Risk
NOW
$39
Warlords 2 DIx
NOW
$41
Civiliuiion 2
NOW
$38
History ol World
NOW
$39
SWAT 2
01/98
$48
Warlords 3
NOW
$36
CIviluallon 2 Seen
NOW
$26
Hollywood Mogul
NOW
$39
Semper FI
02/90
$47
Warwind 2
NOW
$34
Clay Warfate
02/98
$45
Imperialism
NOW
$38
Sentient
NOW
$39
Wisdom ol the Kings 02/98
$46
Command HQ
NOW
$18
Impenum Galactica
NOW
$32
Sentinel Returns
03/90
$45
Wooden Ship Iron Mn NOW
$39
Cong New World Dix
NOW
$24
Incubation
NOW
$39
Settlers 2 Gold
NOW
$38
Worms 2
01/98
$39
Conguered Kingdoms NOW
$19
Infinity War
NOW
$46
Seven Kingdoms
NOW
$36
X-Com Apocalypse
NOW
$34
Conquest Earth
NOW
$37
Jaggd Aflnc OOlyGmeNOW
$19
Shattered Nalions
03/98
$46
X-Com Terr Irm Deep NOW
$19
Constructor
NOW
$42
Jagged Alliance 2
03/98
$48
Siege
05/98
$48
X-Fire
02/98
$46
r
COMPUTER GAMES: WAR
a* . _
□
Achlung Spillire
NOW
$36
Balllegrnd Waterloo
NOW
$28
Great Battls Alexndr
HOW
$32
Prelude to Waterloo
NOW
$39
Alrika Korps
04/98
$42
Civil War Generals
NOW
$48
Great Buies Napoleon 08/98
$47
Srd Meier's Gciiysbig NOW
$45
Aide de Camp 2
NOW
$44
Close Combat 2
NOW
$46
Gri Bills ol Hannibal
NOW
$36
Steel Panthers 3
NOW
$29
Battle ol Bulge
03/98
$42
Close Combat
NOW
$38
Harpoon 97
NOW
$44
7ACOPS 98
02/98
$40
Baltlegrnd Anllelam
NOW
$29
DcsveBatUsolWWII NOW
$42
Man ol War
NOW
$34
Tank Resistance 202402/98
$39
Saitiegrnd Bulge
NOW
$26
East Front
NOW
$42
Napoleon in Russia
NOW
$34
Third Reich
NOW
$39
Baltlegrnd Bull Run
NOW
$42
Fifth Fleet
NOW
$39
Over the Reich
NOW
$32
Tigers on Prowl 2
NOW
$42
Baltlegrnd Gettysbrg
NOW
529
Final Liberation
NOW
$42
Pacific General
NOW
$29
VVlcloiy Bundle
NOW
$28
Balllegihd Mid East
05/98
$42
Flight Commander 2
NOW
$39
Panzer Commander
06/98
$45
Whislling Death
02/98
$40
Balllegrnd Shiloh
NOW
$30
Great Baltics Caesar
03/98
$46
Panzerblitz
03/90
$42
Zulu War
NOW
$29
BOARD GAMES I
1870
NOW
$40
Saiiieiech
NOW
$21
Reid Command
NOW
$30
Samurai Swords
NOW
$35
ASL Solo Rules
NOW
$29
BreakouiiNpimndy
NOW
$23
Fields ol Glory
NDW
$19
Scrabble Dix
NOW
$39
Adv Souad Leader
NOW
$38
Britannia
NOW
$19
Fire in the East
NOW
$58
Settlers ol Calan
NOW
$30
Adv Third Reich
NOW
$38
Car Wars Deluxe
NOW
$21
Go
NOW
$22
Squad Leader
NOW
$23
Age oIRenaissanc
NOW
$42
Chanceilorsville
NOW
$34
Great War at Seal
NOW
$32
Star fleet Batiies
NOW
$25
Air Baron
NOW
$30
Civil War
NOW
$20
Hannibal
NOW
$32
Third Reich
HOW
$19
Ancient Empires
NOW
$29
Chnliaation
NOW
$29
History ol World
NOW
$27
Titan: The Arena
HOW
$17
Axis & Allies
NOW
$35
Colonial Oiplomcy
NOW
$42
Hobbit Adventure
NOW
$29
Tracks to Titicaca
NOW
$42
A&A Dateline WW2
NOW
$14
Oaysol Decision 2
NOW
$42
Ironsides
NOW
$28
Tiainsport Austria
NOW
$17
Axis & Ally WW2
NOW
$38
Deluxe Diplomacy
NOW
$42
Lionheart
NOW
$35
Viceroys
NOW
$22
Balkan Front
NOW
$26
Die Hanse
NOW
$39
Necromunda
NOW
$65
Warhammer 40K
NOW
$65
Battle lor N Atiica
NOW
$32
Diplomacy
NOW
$19
Rail Baron
NOW
$23
Warhamr fantasy
NOW
$65
Battle Forgitii War
NOW
$42
Empire Builder
NOW
$25
Rebel & Redcoat 2
NOW
$25
We the People
NOW
$29
Bailies olAlexandr
NOW
$33
Empires in Arms
NOW
$27
Robo Rally
NOW
$33
World in Flame Dix
NOW
$90
1 ROLE PLAYING GAMES 1
ADSD DM Guide
NOW
$20
Conspiracy X
NOW
$20
GURPS Mecha
NOW
$15
Roboicch
NOW
$11
ADSD Monsli Mnl
NOW
$20
Cyberpunk 2020
NOW
$17
Heavy Gear
NOW
$25
Snadowrun
HOW
$20
ADSD Player Hdbk
NOW
$26
Deadiands
NOW
$27
Macross 2
NOW
$11
StaiWais Revised
NOW
$25
AD8D Skill 8 Powr
NOW
$17
Great Rail Wars
HOW
$39
Mage 2nd Ed.
NOW
$21
Toon Deluxe
NOW
$16
ADSD Spell S Mgc
NOW
$19
Eailhdawn
NOW
$18
Mechwairlor
NOW
$13
Traveller
NOW
$24
Ais Magica 4lh Ed
NOW
$26
Fading Suns
NOW
$22
Nephillm
NOW
$18
Vampire Dark Age
NOW
$24
Caliot Cihulhu
NOW
$18
GURPS Auldduel
NOW
$15
Palladium Fanlasy
NOW
$20
Vampire 2nd Ed.
NOW
$24
Changeling
NOW
$29
GURPS Goblins
NOW
$18
Rihs
NOW
$21
Warhamer Fantasy
NOW
$19
COMPUTER GAMES: ROLE PLAYING
Arena Deluie NOW $47
Battiesplie NOW $51
Betrayal In Antara NOW $35
Buccaneer NOW $34
Dark Project 02/96 $49
Oilblo NOW $37
Olablo 2 07/96 $49
Diablo Heiitiie NOW $26
Die By Itie Sword 03/98 $48
Oia()OilLore2 NOW $36
Elder Scrolls 2 NOW $39
EldrScrllsMrrowind 02/98 $54
ElriC 04/98 $45
EverQuBsl 04/93 $44
FP Descent Undarmtn NOW $42
Falloul NOW $45
Final Fantasy VII 04/98 $48
Forsaken 01/98 $39
Lands Lore GrdnsDst NOW $40
LegcyKainBldOmn NOW $40
Realms ol Haunting NOW $39
Rims Ark ShadwRiva NOW $29
SepteriaCore 01/98 $48
Shadows of Deain 03Aia $43
Star Trail NOW $29
Star TrV Final Unity NOW $32
Swords ot Heroes 10/98 $46
Ultima 8 Pagan NOW $15
Ultima 9 Ascension 06/98 $62
Ultima Online NOW $53
Wiaa/dry 8 04/98 $48
ardtyGoldW95 NOW $19
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Source Code 10981
‘SIMCITY 3000' Immerse yoursell In a total 30 envi-
ronment with hundreds ol new buildings to choose
Irom, full navigational control, and sophisticated
microsimulato/s allowing for delailed control over
business and other facilities.
Maxis (Strategy)
Release Date: 3/98 PC CD $54
'POPULOUStTME THIRD COMING’ Large strategies can
be planned and enacted from fully playable global view.
Various terrain varleties(mountains. oceans, aerial
views) Impose dillereni challenges on your warriors as
you lead them Into battle.
Electronic Arls (Strategy)
Release Date; 2/98 PC CD $45
'STAR WARS REBELLION’ A Star Wars fantasy come
true, with 55 characters and real-time play. Strategy
portion lets players manage manufacturing, fleet
deployment and mission assignments, innovative real-
time 3D tactical component lets players micromanage
Lucasarts (Strategy)
Release Date; 2/98 PC CD $52
'MYTH’ is a tactical level game of fantasy warfare, with
unprecedented realism and detail. Seasons change
during the course of the game, affecting tactical deci-
sions. Real 3D terrain, dynamic lighting, and tricky
artificial intelligence.
Bungle (Strategy)
Release Dale: NOW PC CD $39
'GOAROIANS; AGENTS OF JUSTICE' The year is 2091.
You are the head of the Star Council, dedicated to
bringing order back to the world. Move Ihrough ran-
domly generated, multi-level, Isometric combat maps
while fighting pov/erful villians.
Mlcroprose (Strategy)
Release Date: 3/98 PC CD $48
’TEX MURPHYtOVERSEER’ A riveting script and stellar
cast. High color 30 "Virtual World" environment, movie
quality 30 fps video, unique characters who respond to
your words and actions. Two levels ot play, lor expert
gamers and first-time adventurers^
Access (Adventure) .
Release Dale: NOW
PC CD
dventurers.^
'PANZER GENERAL M’ contains enhanced multimedia
footage and scenario briefings. Also, all new cam-
paigns, play some from the Allied side. New Interactive
terrain reflects battle damage. Multiplayer support.
SSI (War)
Release Date: NOW PC CD $34
■BALDUR'S GATE’ is set in the legendary Forgotten
Realms campaign world. Uses a transparent interface
an gameplay that uses a real-time modification ot the
ADD rules system. There are over 60 monsters to light,
you control a party ol six each with unique abilities
and personas.
Interplay (Roleplaying)
Release Dale: NOW PC CD $45
'OF LIGHT AND DARKNESS’ Once every thousand
years, gates open between the waking world and ihe
realms of dream time, offering opportunities to those
who dare, to save humanity from extinction. Now Is the
lime to stop catastrophes that could usher in a thou-
sand years ol darkness.
Interplay (Adventure)
Release Date; 2/98 PC CD $45
'MYST 2':RIVEN will provide an exploration expen-
ence through a new world filled with 7,000 images,
over an hour ol animation and original music, requir-
ing acute skills of observation.
Release Dale:
CCD $46
‘MIGHT & MAGIC VI’ The Mandate ol Heaven, the
newest M S M edition contains an integral time
clock with multiple plots and story lines. Unique 'skill
based' character development and over 1000 miles ol
virtual terrain!
3D0/New World (Roleplaying)
Release Date: 4/98 PC CD $49
'LANDS OF LORE IT You are Luther, cursed son ol the
Sorceress of Darkness, exploring treacherous lands in
search ot ancient magic, a super power that will release
you Irom your vile birthright.
Virgin (Roleplaying)
Release Date: NDW PC CO $48
MC and discover accepted. Ciiecks held 4 weeks. MtDNEY OROERS UNDER $200 SAME AS CASH. COD $8. Price, availability, otier subject to chanoe at any Iirne. Hei8,ise scli<;i:iii
sad shlpplno lltries are approximate, not ouaranteed. and suDiect to change at any lime. Hardware orders m.iy reouire additional shlpoino and handling charges. Deleclives replaced wi
*" — final. Call lor details. Shipping and handling charges calculated on a per order, per shfpinent, and per Item basis. The "per order ch
n" charge Is charged once lor each item ordered and the "per shipment " charge is charged
iscriplion starting with the Feb. 1998 issue [while supplies last) ol Compuler Games Sim
■prodi
, /and
include a I
es Sinm Plus Magazine, lor which $10.00 ol
tder" charge is ch
a loyou. Each Un
u's'mw us'. M ail
L'UDas 2-3DJJS
si.on $2 00
S1 25 $1 QO
SO 75 S1 00
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• 1. 44MB TEAC FLOPPY
• 104 Win95 Keyboard & Mouse
• 56K FAX Modem
• Mid-ATX CASE with 235 Watt Power Suppiy
• Microsoft windows 95 & McAfee VirusScan
• Intei Pentium® Processor with MMX''’^ Technology
166MHz $ 975
200MHz $1075
Graphic Expert
• intei AN430TX Motherboard with 51 2K cache & USB
• 32 MB SDRAM DIMM
• 3 GB EiDE Hard Drive
• 3DFX with 6MB EDO RAM
• Yamaha wavetabie w/200 Watt Speakers
• 24XCDROM
• 56K FAX Modem
• 104 Win95 Keyboard & MS Mouse
• Mid-ATX CASE with 235 Watt Power Suppiy
• Microsoft windows 95 & McAfee VS Scan
• intei Pentium® Processor with MMX™ Technology
200MHz $1299
233MHz $1399
Note, Intel Inside Logo and Pentium are registered trademarks and MMX Is a trademark of Intel Corporation. All other names are properties
of their respective corporations. Price and specifications are subject to change without notice, Not responsible for typographic errors. Good
only while supplies last. Monitor Sold Separately.
Intel AL430LX Motherboard with USB
32 MB SDRAM DIMM
3GB EIDE HD
3D AGP Video w/ 4MB RAM
Yamaha wavetabie Sound w/200Watt Speakers
24XCDROM
56 FAX Modem
104 Win95 Keyboard & MS Mouse
Mid-ATX CASE with 235 Watt Power Supply
Microsoft windows 95 & McAfee VS Scan
Intel Pentium® II Processor 233MHz S1699
266MHz S1799
300MHz $1999
• Intel AL430LX Motherboard w/USB
• 64 MB SDRAM DIMM
• 4 GB Ultra DMA HD
• 3D AGP with 4MB RAM
• Yamaha wavetabie Sound w/200Watt Speakers
• 30XCDROM
• 56 FAX Modem
• 104 Win95 Keyboard & Mouse
• MiD-ATX CASE with 235 Watt Power Supply
• Microsoft windows 95 & McAfee Virus Scan
• Intel Pentium® II Processor
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• 2 years limited warranty / 2 years Labor
GO TO #102 @ www.cQmputergaming.com/infolink
J
pentium^ll
A MONTHLY SURVEY OF CfilT/ SUBSCRIBERS
THE COMPUTER GAMING POLL
I ach month, 2,000 CGW subscribers are selected at random to rate 100 computer games. The results of that poll are combined
I with the results of previous months to yield a cumulative average for the best plays in gaming. If you receive a ballot, please return
lit with your ratings so that other gamers and game publishers can benefit from your feedback.
I
1 TOP ACTION GAMES
\ TOP ADVENTURE GAMES
1 Quake Pack 2: Dissolution of Eternity
id Sottware/Rogue
8.95
1 Gabriel Knight 2
Sierra
8.21
2 Quake Pack 1; Scourge of Armagon
id Software/Ritual
8.90
2 The Pandora Directive
Access
8.17
3 Jedl Knight; Dark Forces II
UcasArts
8.58
3 Rama
Sierra
7.78
4 Duke Nukem 30
3D Realms
8.26
4 Twinsen's Odyssey
Activision
7.77
5 Tomb Raider
Eldos
8,23
■
5 The Neverhood
DreamWorks
7.70
6 Quake
id Software
8.02
8 Realms of the Haunting
Interplay
7.56
7 The Need for Speed SE
EA
7.94
Li
7 Circle of Blood
Virgin
7.50
8 Crusader; No Regret
EA/Origin
7.72
■
8 Spycraft
Activision
7.43
9 Mote Racer
EA
7.65
9 The Last Express
Broderbund
7.32
to HBKenll
Activision
7.60
■
10 Leisure Suit Larry 7
Sierra
7.29
1 You Don't Know Jack II
Z You Don't Know Jack
S You Don't Know Jack Movies
4 You Don't Know Jack Sports
5 Power Chess
6 Sierra Poker
7 -
8 -
[ 9 “
TO -
Berkeley Systems
8.53
Berkeley Systems
8.20
Berkeley Systems
7.93
Berkeley Systems
7,74
Sierra
7.37
Sierra
6,81
1 Links LS
Access
8.65
2 NASCAR Racing 2
Sierra
8,24
3 NHL 97
EA Sports
8.08
4 Grand Prix 2
MicroProse
7.97
5 NBA Uve 97
EA Sports
7.96
6 Tripieplay 98
EA Sports
7.82
7 Jack NIcklaus 4
Accolade
7.78
8 Tr^ieplay 87
EA Sports
7,48
8 PGA Tour Pro
EA Sports
7.41
10 NBA Uvo 98
EA Sports
7.37
TOP ROLE-PLAYING GAMES
Blizzard 8.66
Bethesda 7.36
Origin 7.24
New World Computing 7.10
ITOP SIMULATION/SPACE COMBAT GAMES
1 Wing Commander IV
EA/Origin
8.29
2 AH-64 Longhow
EA/Origin
8.09
3 MechWarrIor 2; Mercenaries
Activision
8.00
4 Flight Simulator 98
Microsoft
7.92
S Silent Hunter
SSI
7,85
6 U.S. Marine Fighters
EA
7.81
7 EFZODO
Ocean
7,59
8 D.S. Navy Fighters
EA
7.50
9 Advanced Tactical Fighters
EA
7.39
ID X'Winu vs. TIE FInftter
LucasArts
7,33
in TOP STRATEGY GAMES
1 Heroes 11; Price of Loyalty
New World Computing 9.10
2 WarCraft 11 Expansion Dish
Blizzard
8.85
3 Total Annihilation
GT Interactive
8.80
4 WarCraft 11
Blizzard
8.74
5 Heroes II
New World Computing 8,73
6 Red Alert
Virgin/Westwood
8.72
7 Civilization II
MicroProse
8.71
B Red Alert; Counterstrike
Virgin/Westwood
8.42
9 CSiC: Covert Operations
Virgin/Westwood
8.22
lit QvHlzaUofl 11: Scenarios
MicroProse
8.19
a®\ TOP WARGAMES
1 Steel Panthers 11 Campaign Disk
SSI
8.75
2 Steel Panthers Campaign Dish
SSi
8.65
3 Steel Panthers li
SSI
8.36
4 Battleground; Shiloh
TalonSoft
8,09
5 Battleground: Bull Run
TalonSoft
8.02
9 Tigers on the Prowl tl
HPS
7,98
7 Battleground; Antletam
TalonSoft
7.97
n
8 Battleground: Napoleon In Russia
TalonSoft
7.95
9 Battleground; Waterloo
TalonSoft
7.72
■
10 AUMgraoDd: Cettysburg
TalonSoft
7.52
MARCH 199B
30 GAMES
1
Heroes II: Price of loyalty
New World Computing
ST
9.10
2
Quake Pack 2: Dissolution of Eternity id Soltware/Rogue
AC
8.95
3
Quake Pack 1 : Scourge of Amiagon
id Sottware/Ritual
AC
8.90
4
WarCraft 11 Expansion Disk
Blizzard
ST
8,85
5
Total Annihilation
GT Interactive
ST
8,80
it
' B
Steel Panthers II Campaign Disk
SSI
WG
8.75
7
WarCraft II
Blizzard
ST
8.74
8
Heroes II
Nev/ World Computing
ST
8.73
S
Red Alert
Virgin/Westwood
ST
8.72
10
Civiilzation II
MicroProse
ST
8.71
*
11
Diablo
Blizzard
RP
8.66
' 12
Links LS
Access
SP
8,65
Steel Panthers Campaign Disk
SSI
WG
8.65
14
Jodi Knight: Dark Forces If
LucasArts
AC
8,58
★ 15
You Don't Know Jack II
Berkeley Systems
CP
8.53
18
Red Alert: Counterstrike
Virgin/Westwood
ST
8,42
17
Steel Panthers II
SSI
WG
8.36
★ 18
Wing Commander IV
EA/Origin
S!
8.29
19
Duke niukem 3D
3D Realms
AC
8.26
20
NASCAR Racing 2
Sierra
SP
8,24
21
Tomb Raider
Eidos
AC
8.23
22
C&C: Covert Operations
Virgin/Westwood
ST
8,22
★ 23
Gabriel Knight 2
Sierra
AD
8,21
24
You Don't Know Jack
Berkeley Systems
CP
8,20
25
ClviilzatlOR 11: Scenarios
MicroProse
ST
8,19
26
The Pandora Directive
Access
AO
8.17
27
AH-64 Longbow
EA/Origin
SI
8.09
Battleground: Shiloh
TatonSott
WG
8,09
29
NHL 97
EA Sports
SP
8.08
30
Battleground: Bull Run
TalonSoft
WG
8.02
Quake
id Software
AC
8.02
82
MechWarrior 2: Mercenarfes
Activision
SI
8.00
33
Tigers on the Prowl 11
HPS
WG
7.98
34
Battleground: AnOetam
TalonSoft
WG
7.97
Grand Prix 2
MicroProse
SP
7.97
36
NBA Live 97
EA Sports
SP
7.96
37
Battleground: Napoleon In Russia
TalonSoft
WG
7.95
38
The Need for Speed SE
EA
AC
7.94
39
You Don't Know Jack Movies
Berkeley Systems
CP
7.93
40
Flight Simulator 98
Microsoft
,st
7,92
41
Silent Hunter
SSI
SI
7,85
42
Tripleplay 98
EA Sports
SP
7,82
43
U.S. Marine Fighters
EA
SI
7,81
44
Jack Nictdaus 4
Accolade
SP
7,78
Rama
Sierra
AD
7.78
46
Twinsen's Odyssey
Activision
AD
7,7?
47
You Don't Know Jack Sports
Berkeley Systems
CP
7,74
48
BatOeground: Waterloo
TalonSoft
WG
7.72
Crusador: No Regret
EA/Origin
AC
7.72
Dark Reign
Activision
ST
7.72 '
51
The NeverhoDd
DreamWorks
AD
7.70
52
Dungeon Keeper
EA/Bullfrog
ST
7.69
S3
Moto Racer
EA
AC
7.65
54
Kexen 11
Activision
AC
7.60
55
Jagged Alliance: Deadly Games
Sir-Tech
ST
7,59
EF2000
Ocean
SI
7,59
57
Realms of the Haunting
Interplay
AO
7.56
58
X-COM; Apocalypse
MicroProse
ST
7.55
59
Battleground: Gettysburg
TalonSoft
WG
7.52
60
Circle of Blood
Virgin
AD
7.50
U.S. Navy Fighters
EA
SI
7.50
62
Tripleplay 97
EA Sports
SP
7.48
63
Interstate '76
Activision
AC
7.46
64
MDK
Playmates/Shiny
AC
7.44
85
Spycraft
Activision
AD
7.43
68
CIvNet
MicroProse
ST
7.42
67
PGA Tour Pro
EA Sports
SP
7.41
68
Advanced Tactical Fighters
EA
SI
7.39
Fantasy General
SSI
ST
7.39
Imperialism
SSI
ST
7,39
71
Lords of the Realm II
Sierra
ST
7.38
72
NBA Live 98
EA Sports
SP
7.37
Power Chess
Sierra
CP
7.37
74
Daggerfall
Belhesda
RP
7.36
FPS Football Pro '96
Sierra
SP
7.36
7B Age of Rifles Campaign Disk SSI WG 7.33
X-Wing vs. TIE Fighter LucasArts SI 7.33
78 Last Express Broderbund AD 7.32
79
Comanche 3
Novalogic
SI
7,31
Shadows of the Empire
LucasArts
AC
7.31
81
FPS FDOtbaJI Pro '97
Sierra
SP
7.30
Star Fleet Academy
Interplay
SI
7.30
83
Leisure Suit Larry 7
Sierra
AD
7.29
64
FIFA 97
EA Sports
SP
7.27
Robert E. Lee: Civil War General
Sierra
WG
7.27
88
688(1} Hunter/Xilier
EA/Jane’s
SI
7.25
87
Pacific General
SSI
WG
7.24
Ulthna Online
Origin
RP
7.24
89
Theme Hospital
EA/Bullfrog
ST
7.19
90
Lighthouse
Sierra
AD
7,18
91
Virtual Pool
VR Sports
SP
7.16
Zork Nemesis
Activision
AD
7.16
93
Novalogic F-22
Novalogic
SI
7.15
94
Descent li
Interplay
AC
7.14
Magic the Gathering
MicroProse
ST
7.14
99
Wipeout XL
Psygnosis
AC
7.12
97
Flying Corps
Empire
SI
7.11
98
Anvil of Dawn
New World Computing
RP
7.10
The Need for Speed II
EA
AC
7.10
Privateer: The Darkening
Origin
SI
7.10
Games on unnumbered lines are tied with game on line above. = Top game of type. Red = New Game, AD = Adventure, RP = Roie-PIaying, SI = Simulation/Space Combat,
ST = Strategy, WG = Wargame, AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible for the Hall of Fame,
MARCH 1998
ccw
Welcome to the Cooperstown of Computer Games. Here you'll llnil, raised upon pedestals, the
games that broke the records, established the benchmarks, and held gamers In delighted trances for hours untold.
Alone in the Dark (i-MoLion. 1992)
Lovecraftian horror goes 3D, with shifting camera angles
aOding to the creei^ atmosphere.
Bahle Chess (Interplay, 1988)
The Franklin Mint of computer chess games with violent and
funny animation disguising a solid chess engine.
Kinb's Quest V (Sierra On-Line, 1990)
Redefined the graphic adventure with non-lexl-based parser
and VGA graphics
Lemmings (Psygnosis, 1991)
The lovable carioon Lilliputians were real-time hits on every
platform.
The Bard's Tale(EA, 1985)
Pioneered Ihree-poinI animation, 30 color
mazes, and aufomapping.
The Sechet of Monkey Island
(iJicasArls, 1990)
Comedy adventure that set new standards in
writing duality and social sensltfvlty.
Beiravsi. at Kronddr (Dynamix,1993)
As rich and imaginative as Raymond Feist's world itself; its
3D perspective was fresh.
Links 386 Pro (Access Software, 1992)
Topped the leader board in graphics and realism for
its era.
Their Firesi HaURlLucasArls, 1989)
' WWI! Sim with great campaigns and crew member options
. some current sims lack.
Chessmasteh (Software Toolworks, 1986)
The Cadillac of castling, this chess masterpiece gets better
Mih each version.
M-1 Tank Platoon (MicroProse, 1989)
Realistic sim lhal properly focused on armored forma-
tions ralher than single vehicles; good mission desigrrs.
TIE Fighter (LucasAris, 1994)
Most satisfying Star Wars space-combat game to dale lets
you five on the dark side.
Dungeon Master (FTL
Software, 1987)
Trend'Setling graphics, digitized
stereo, and great hack-and-slash
from a decade ago.
Day of the Tentacle
(LucasAris, 1993)
Offbeat sequel to Mm«ac Mmjsion;
the interactive equivalent of a clas-
sic Chuck Jones carioon.
Doom (id Software, 1993) Revolutionized
PC action games and network gaming; surpassed in tech-
nology but not gamepity.
Earl Weaver Bagerau (EA.1986)
Revolutionary physics-based baseball game that pleased
both action and statistics Ians.
Empire (Interstel, 1978)
WWI) It? space, this mainframe transplant brought elegant
mechanics, depth, and unending ret^ayability k? the PC.
F-1S Stealth Fighter (MicroProse, 1988)
A “Ihinking man's" sim. with great missions, in which sneak-
ing around is as fun as dogfighiing.
Falcon 3.0 (Spectrum HoloByte, 1991)
Tough, detailed jet sim with ambihous At, graphics, and con-
nectivity to match its realism.
Front Page Sports Football Pro
(Dynamix, 1993)
Pf^ics-based system, good Al, and unmatched career piay
make this the ultimate in pigskin play,
Gehysburg: The Turning Point
(SSi, 1986)
Rrsi variable order of baffle ciranged the look of all
American Civil War games on the PC.
Gghship (MicroProse, 1989)
Great character continuity, R&R for
fatigued pilots, and even sick leave; best
chopper fare until Jane's Longbo-w.
Harpoon (360 Pacific, 1989)
In-depth modern naval battles in real-
time, based on Cold War fears.
Master of Magic (MicroProse, 1994)
The atmosphere and variety of Magic: The Gathering with the
sophistication of Civuization.
WIasteo oe Orion (MicroProse, 1993)
Remarkable diplomalic Al; deep and varied lechnoiogy tree;
aliens required radically different playing styles.
NIech Brigade (SSi. 1985)
Modern armored battles wilh improved
Kampfgruppe syslem and more realism.
Might & Magic (New World
Computing, 1986}
First-person, maze-based RPG wilh huge
environment and lough tactical combat.
M.U.L.E. (EA, 1983)
A landmark multiplayer strategy game lhal had no
weapons of destruction, just cutthroat competilior? lhal
made economics fun.
Panzeo General (SSl, 1994)
A truly fun wargame wilh an elegant interface,
great campaigns, strong Al, good graphics, and
impressive sound.
Red Baron (Opmix, 1990)
WWI air combat wilh great graphics, incredible realism, and
a versatile replay feature.
Sid Meier’s Civilization
(MicroProse, 1991)
CSWs #l-fated game of all lime;
indescribably addictive world conquest/
exploration game,
Sid Meier's Pirates (MicroProse,
Combines pirate adventure, action, RPG, and strategy to
make the most successful hybrid of all time.
Sid Meier's Railroad Tycoon
(MicroProse, 1990)
SimCily meets 1830 with robber barons lor emphasis.
SimCitt (Maxis, 1987)
Urban planning with fascinaling consequences and chal-
lenges; the first great software toy.
Ultima III (Origin Systems, 1983)
Coherency and surprising subtlety emphasized roie-playing,
and set the tone for later Ultiaws.
Ultima IV (Origin Systems, 1985)
High-concept RPG explored meaning of virtue and put the
ROLE in role-playing.
Ultima VI (Origin Systems, 1990)
This RPG as morality pl^ paved way for Uiiima Online's
reafislic ertvirons and objects,
Ultima Underworld
(Origin Systems, 1992)
The first truly 3D RPG, and stiii the most convincing: its dun-
geon walls were rricety "painted" wilh texture-mapp^ graphics
War in Russia (SSi, 1984)
' More realistic than Eastern Froht, it captured the essence of
' the largest land campaign in history.
Wasteland
(tnlerplay, 1986)
Derived from Mike Stackpole's
Mercenaries, Spies, and Private Eyes,
this is the definitive poslapocalyptic
RPG.
Wing Commander I
(Origin Systems, 1990)
A hot spaceflight engine, unfolding story
path, and great characters
WiNG Commander II
(Origin Systems, 1991)
Darker story, grittier feel, sound card advances and tougher
Ai made this a sequel of sequels.
Wing Commander III
(Origin Systems, 1994)
Surprisingly satisfying FMV space opera didn't lose the
essence of the space-combat game
Wizardry (Sir-Tecti Software, 1981)
: Defined the computer RPG with maze-based viewpoint and
■ atmospheric spell names
WOLFENSTEIN 3-D (id Soltwaie, 1992)
Smooth scrolling action biasUest cleverly updated the origi-
nal. and put shareware back on the map.
X-COM (MicroProse, 1994}
Premier tactical squad-level engine combined with alien lech
research and pop culture for a sci-fi game nearly as addic-
tive as Civ.
KaMPEGROPPE (SSI, 1985)
Armored warfare on WWH’s Eastern Front, offered engaging
battles on multiple platforms
SlARFLIGHT (EA, 1986)
Depth, great characters, and a good sci-fi storyline set early
standards for RPGs.
ZORK (Infocom. 1981)
The progenitor of adventure games on the PC; ils humor
and challenging puzzles seem timeless
CGW ADVERTISER INDEX
Order Free Product Information @ www.computergaming.com/infolink
INFOi
COMPANY
PRODUCT
PACE I
INFQJJ
COMPANY
PRODUCT
PACE
120
3D6iliitcrdclK'e
V(XKt(x)2
106
244
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CameSlonn
144-145
120
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'Vl:xxk«2
163
237
Kesmai
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146
120
3I!)lxliitcrtK;H\t;
Voocloo2
151
238
Kesmai
Multi])kTyerl3atlle'rcdi
2IS
120
V(xxkx)2
196
117
LnoMrts Entcriaiiimait Co,
Guise of Monkcy'l.skiiKl
69
120
3D6clii(crcicS\c
Vax;kxj2
186
122
UieavVtslijilcriainmentCo.
Jc'dihaiiglit
72-73
125
3D6cIiiterac'tK'e
Voaioo2 Svvec|)s1akcs
205
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Mad Cx’tiius Software
Gnnmdal
102-103
241
Access Software, liK.
’ I 'cx Murirhv' Overseer
159,158
93
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Piuitlier&’ i’aiitlxTXLQimbo
3637
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246
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100
291
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102
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256259
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111-113
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187,189
231
Activision
Sin
57-59
153
MCMl lomeEjftertaiitmcnt
WarCiuncs
81-83
24S
ASCGaines
Cnmd'ibcflAnto
42-43
M)
MiciT)! 1 Mectaii lies, Inc.
Millenia
106109
233
ASCCanies
Siinitiiriiun
4M9
!58
Micnal^wc
DaikEiirth
154
106
A'll’lecbiolcgievlnc.
)^x-rt@nay
52
157
MicRiProse
Falcon 4.0
7677
373
BetiiesdaSoftwoifc
BatllcS[)in:;
157
160
iVlictolAusc
GuaKlians-;/\gcntsof|usticc
146149
374
BdiicsdiSoftvvrais
BiinKxit
185
191
MierolAtise
M-rrankl^alfxai
64-65
177
BliKjR_\lcSoft\\arc
Bine Bvtc's l';imiK’(jf I^oducti
24
152
MiciT)l\cisc
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207
265
Software
Myllt'llxl'aibilords
86,87
151
MicmlVuc
LHUmatcCiv'll
198
75
CM lAtxkids
l3ix-ingSystan
‘77
98
MiciDlAose
DltinxilelkicelV)
182-183
68
Chips & Bits
wvv\v.ctlni;ig.ct)m/chi|5s.html
256-257
()9
MiciolAose
WonnsZ
126
131
Ciyo Interactive Entertainment
UBIK
231
96
NcwW'orid GanpLiting
Mi^it&'MagicN'l
221-223
266
CUC3/13li57arcl Enleriaininent
StarCraft
4-5
: 268
OccanofAnerica
hTZZArlXiminaiKe
190-191
113
CjdoneStiiclicB
Uixising
34-35
114
ORIGIN Systems, Inc.
Q-iiyslxiig
201
190
Diamoixl Miillimedia S)s, Inc.
Momlcr3D
93
94
ORIGIN Systems, Inc.
E-15
2627
276
hjcloslnteractKe
IDaillilrapl’Xiiigcon
135-137
97
ORIGIN Systems, Inc.
WlngCommandcT
C8
279
Eitbi Interactive
IToininion
131-133
198
Red Orl) Ejitertaiimxmt
JainxyMan3
29-31
115
Wdos Interactive
Ekkis Interactive
139
1%
Red Oib hjitotainnK'nt
WkBreeds
23
69
h'iclos Interactive
MiglitUnlimitcdll
176177
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/VmorCannxiixl 249,251,253
274
EiclosInteractKe
MvingNiglitiniircsZ
178-179
l^iixorclCiinKS
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254-255
277
Eidos Interactive
Joint Sfrikt,' Miller
174-175
159
Sailck
rciXisli
110
257
I'alarn-Northwest
Ej|«)nMAC:ilV
105
271
Sega Soft
McihEcsbl
14-15
169
Gr Interactive Software
Uineal
C2-C4,l
186
SegfiSoft
Vigikuxe
1621
85
Interactive Miigic
l-Paiver
35
■ V2
Sierra OivLinc
Baljylon 5
67
S3
Interactive fvlagic
Seven Kingdoi iis
(>%9
133
SierraOn-Une
1 ordsofMagic
U6120
72
Intcigraph ComputCT Systems
Litciisc3D
67
' 17J
Sony'InteuxtivcStiidiosAiicriai WarMawk
140
165
Inloplii)' PraliKiicxis, liK-.
/MbilntdligciKe
4647
2%
S(XithPaikiiitaactive
Mai in Black
71
76
Intcq^iv' Procliictkxis, Inc.
BaldiirsC-atc
128-129
240
Sfraligic SiiTiukitions, Iixx
SddiefsalWar
202
166
Intcrpk^' lAxxliicticais, Inc.
Ealloiit
62
254
Takc2 lnlenK.iiveSnflware
Bkxk Dahlia
Iffi
162
Intcqjlav' I-toductirais, lix:
ErccS]XKe
167-168
243
Talonsoft
East Eionl E;^xinsion I’lxk
16
164
lnter])kiyFVocliiclions,lix;,
MAX2
II4-II5
245
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'Ihlxillkigc
17
264
Intci])li^[At)dictions, Iik.
Startled Academy
195
112
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150
91
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192
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116
273
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54-55
185
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101
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89
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216216
1^77
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197
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Gmputer Software
85
234
Kbanai
/Miens
H3
247
WWvvtxxl Studios
Blade Runna
12-13
MARTIN CIRULIS
Whats the Deal
with. . .
Fantasies?
T he dusl is just beginning to settle
on Ultima Online, and regardless
of what else can be said about
Origin-a company that lived the
good life off of two years of press
releases and then handed an
unfinished land over to the rabid
Cyber-cast of The brd of the
Flies without even a "Bevrare, evildoers, the Avatar
is watching”— I think some very important lessons
can be learned from the experience, about the
clash between the average consumer’s expecta-
tions of Nelgaming, and about the harsh realities
of actually trying to play a game over the nutty
hodgepodge of misanthropic technology known
as the Net.
After watching the Ultima affair unfold while the
rest of the Netgaming industry teeters on the brink
of bankruptcy, I have come to realize that the prob-
lem lies in the nature of the beast, as well as in
the greedy hearts and overly optimistic minds of
game providers.
The whole thing is akin to Ford showing a con-
cept “car of tomorrow" in the '50s and all of us
expecting to fly to work the next year. It just ain’t
happening. We’ve all been sold such a bill of
goods about how cool and capable the internet is
that we expect it to work as smoothly as it does
on TV, The ugly truth is that for the most part, the
Net as it is today is just not capable of supporting
the kind of smooth gaming experience the aver-
age consumer is looking for, and expecting.
If you thought fooling around with your config
files was tedious in the pre Win-95 days, just wait
until you have to futz around for hours frying to
figure out why your ultracool, new Net-capable
game keeps crashing your system every time you
enter the gamer’s chat area. Now, part of this is,
without a doubt, due to some really bad multi-
player code being put out by game companies,
as "Net capability” is still a big, last-minute gim-
mick thrown into games by nervous execs. But
the rest of the problem is just the simple fact that
regardless of what Bill Gates says, the Internet is
still a rough place for software, and most of us
are asking our proctologist to help us find our
^ U Most of us
are asking our
proctologist to
help us find
our ISP. yy
ISR Hell, it’s only been a couple of years since
modems have been able to speak the same pro-
tocol, the 56KB standard exists only on paper
right now, and yet we’re complaining that we
can’t play graphically intense games with our
buddies from Tibet without a patch or two.
Anybody thinking seriously of spending server
dollars on gaming should keep in mind two
things: 1) That any Netgame (or Nelgame service}
more complex than Battleship should be consid-
ered, as should the Internet itsell, a work in
progress; and 2) You can’t always get what you
want, but sometimes you get what you need. In
other words, be prepared to suffer through con-
stant patches, and be open-minded enough to
give a simpler game a chance, despite the fact
you came for the glamour.
There are plenty of non-3D blastfest
Netgames out there that are actually designed
for the way the Net is now instead of how we
would like it to be. Activision’s NetStorm may
not offer the alternative lifestyle thrill of an Elf
discussing the price of leather shoes with an
Ore, but on the other hand, it works-and if
brings out what the Net is good at-connectivi-
ty and continuity. It’s a belter use of your dollars
to play a good game that works, than to sit
around and gripe because your flight sim looks
like a slide show.
The bottom line is that, despite what any PR
guy or overenthusiastic designer might tell you,
Netgames are not a Plug-and-Play item yet, nor
will they be until the basic technology stabilizes
and we are all connected to fast, flat-rate
servers through our fiber-optic cable modems.
You may have your 50-something modem and
your free game server, but it’s not doing you
much good if your ISP is charging you by the
minute to route your data through a 200-baud
cheese grater in Pakistan. Sitting there scream-
ing at your fellow strategy gamers to hurry up
because your meter is running, or swearing at
designers because you’ve discovered that
"action game" translates to "lag fest" is just not
going to do much good.
Do your reading, figure out what your Net
connections are actually capable of, and then
decide if you want to pay somebody to partici-
pate in what is still a grand experiment. Once
you come at Netgames with your eyes wide
open, then you can let the coolness that really
exists overwhelm you, instead of moving from
one disappointing experience to another, simply
because all you’ve known is the hype. S
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Es^|)Us|i aUtances with other races to
share technology, resources, and even
victory conditions.
Attack - the
event tog i^tt^pute you on your
victories and defeats.
Play A2
tnissiblr
ise magnificent cities
•Srch devastating new technologies
Discover myst
io n t c re t s
Negotiate strategic treaties and altiaeitees
Wage mercies 3^ on all .who would oppose you
r the last planet.
Deadlock II
n
(ffi)
(i)
(°)
Command more than 40Sea> Air and
Land commt al you seek to
dominate enemies. . .
(fiattle online against r^el opponents
with Accolade's new matching seMce-
NetAccolade. •
Trade on the Black Market with the
Skirineen race to get illegal supplies
of valuable resources. ' r ..
Order Direct) 1-800-245-7744
1997 Accolade, Inc. Deadlock II, Deadlock II: Shrine Wan and Accolade
are trademarks of Accolade, Inc. Cyberlora Studios and the
Cyberlore Studios logo are trademarks of tyberlore Studios, All rights reserved,
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